Re: Turrets in Deathmatch
Posted by Yesurbius on
Sat Jan 15th 2005 at 7:09pm
48 posts
5 snarkmarks
Registered:
Dec 31st 2004
I am trying to create turrets for a level and I want each team to be able to place their own turrets.
So far, I can use an npc_turret_floor entity and create an ai_relationship entity so that I can set it to like or hate 'player'
I have been playing with this using the console in Deathmatch mode ..
and I use a 'ent_fire myturret enable' then 'ent_fire myturret
setrelationship "player D_HT 90"'
It works great - sees the player and starts firing. I can even do
a 'ent_fire myturret setrelationship "player D_LI 90" and it likes the
player and won't fire.
Few issues:
1) The turret does an insta-kill. One shot - no matter how much health or armor you have .. and you get taken down.
2) I can't figure out a way to get the turret to befriend one team and
attack another team. Each player in a deathmatch
level is a 'player' class, so I cannot use setrelationship to
distinguish between red or blue .. the ai_relationship says
you can use it by name as well .. wonder if there is a way to do
this.
I am gonna play some more and see what I can come up with.
Right now the crazy thing is the insta-kills ..
Any ideas?
Re: Turrets in Deathmatch
Posted by aonomus on
Sat Jan 15th 2005 at 8:15pm
18 posts
2 snarkmarks
Registered:
Dec 26th 2004
Use a activator_filter_class?
Re: Turrets in Deathmatch
Posted by Yesurbius on
Sat Jan 15th 2005 at 10:07pm
Posted
2005-01-15 10:07pm
48 posts
5 snarkmarks
Registered:
Dec 31st 2004
Seeing as there is no activator_filter_class, I will assume you mean a
filter_activator_class. If it were that easy - I would just
use a filter_activator_team. Where would I specify the
filter?? The turret has no filter property.
Re: Turrets in Deathmatch
Posted by Yesurbius on
Sun Jan 16th 2005 at 9:18pm
48 posts
5 snarkmarks
Registered:
Dec 31st 2004
Well - for the time being I guess I am going to have a few insta-kill
turrets that are not fussy who they attack ... should make it
interesting since players can still place them, but they have to be
careful its pointed "away" from them LOL
Re: Turrets in Deathmatch
Posted by Zerock on
Sun Jan 16th 2005 at 11:35pm
Posted
2005-01-16 11:35pm
3 posts
0 snarkmarks
Registered:
Jan 16th 2005
Occupation: Student
Location: USA
<!-- ZoneLabs Popup Blocking Insertion -->I think to have the turrets work on other teams use the filter_activator_team (2 is combine and 3 is rebel.... or visa versa) Make 2 Filters 1 for Combine 1 for Rebel, and give them names (of course)
As for the turrets give all rebel turrets the same name ex. Rebel Turret and Same goes for combine turrets ex. Combine Turret
Then in ai_relationship Subject > Combine Turret | Target > the name of the Rebel Filter | Disposition > Hate | Disposition Priority > 99|
Then do the same as the step above except make Subject > Rebel Turret | Target > the name of the Combine Filter | Disposition > Hate | Disposition Priority > 99|
The thing is im not sure if the ai_relationship part of the TARGET will work... but ya have a chance it will. Good Luck :biggrin:
Re: Turrets in Deathmatch
Posted by Yesurbius on
Mon Jan 17th 2005 at 6:53pm
48 posts
5 snarkmarks
Registered:
Dec 31st 2004
No, you cannot use filters for the ai_relationship ... well - at
least you cannot use the filter_activator_team filter ... I had already
tried that with no success.