Turret Lasers like in HLSP

Turret Lasers like in HLSP

Re: Turret Lasers like in HLSP Posted by Raziel on Thu Feb 24th 2005 at 1:21pm
Raziel
3 posts
Posted 2005-02-24 1:21pm
Raziel
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3 posts 0 snarkmarks Registered: Feb 24th 2005
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okay.. i wanna make a corridoor with lots of turrets in, and if you
walk through one a little red laser beam the turrets pop up and attack
you (like in half life single player when your trying to get topside)

and i also need to know how to disable them, either by switch, or any
possible way (e.g when they killed the person who set them off they go
back in, etc)

for more details please c my post on the SC forums...

http://www.svencoop.com/forums/showthread.php?t=26794

might help you understand

Thanks

-[NM]-Raziel

The -[No Mercy]- Team

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Re: Turret Lasers like in HLSP Posted by fraggard on Thu Feb 24th 2005 at 2:25pm
fraggard
1110 posts
Posted 2005-02-24 2:25pm
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Check out the monster_turret entity (more info here
http://collective.valve-erc.com/index.php?ent=monster_turret). The
flags tab has a flag called Start Inactive, check that flag.

Set up an env_beam where you want the laser to be. Cover the beam with a trigger_multiple and have it trigger the monster.

Experiment a bit in case you don't understand that.
Re: Turret Lasers like in HLSP Posted by Raziel on Thu Feb 24th 2005 at 4:26pm
Raziel
3 posts
Posted 2005-02-24 4:26pm
Raziel
member
3 posts 0 snarkmarks Registered: Feb 24th 2005
okay so that triggers them up, problem being once triggered they will
stay up and kill other ppl - is there a way i can setup a switch b4 the
corridoor to turn em off?

if doin the trigger again (breaking the laser) turns em off, i need
another way - cus that way u cud jus break one laser, and break another
n they go back in, and since this is for agility/controll training you
can see why that would be pointless :smile:
Re: Turret Lasers like in HLSP Posted by fraggard on Thu Feb 24th 2005 at 5:14pm
fraggard
1110 posts
Posted 2005-02-24 5:14pm
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
That won't be a problem unless you're making a multiplayer training
map. In that case what you suggested (one trigger to switch off, one to
switch on) seems to be the best option.

Use a
trigger_relay
to force an entity into a specific state. The trigger_multiple should
target the trigger_relay, which should set the entity to the state you
want it (on/off).

A normal trigger_multiple won't work since it always toggles the state, and does not set it to a particular value.
Re: Turret Lasers like in HLSP Posted by Raziel on Thu Feb 24th 2005 at 7:20pm
Raziel
3 posts
Posted 2005-02-24 7:20pm
Raziel
member
3 posts 0 snarkmarks Registered: Feb 24th 2005
yeah its multiplayer training. im not sure how to program multimanagers
and relays and stuff... i only know how to use relays to un/lock doors.
Re: Turret Lasers like in HLSP Posted by fraggard on Fri Feb 25th 2005 at 4:46am
fraggard
1110 posts
Posted 2005-02-25 4:46am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
That's why I said: experiment and learn.