targets! Created 20 years ago2004-08-05 20:05:39 UTC by JujitsuMan JujitsuMan

Created 20 years ago2004-08-05 20:05:39 UTC by JujitsuMan JujitsuMan

Posted 20 years ago2004-08-05 20:05:39 UTC Post #48242
no1 knows how to do this? I want to make targets like in the hazard course, but without lights
Posted 20 years ago2004-08-05 20:16:47 UTC Post #48245
Targets? what do you mean?

the ones you fire on and it sounds BEEP?
Well, try func_guntarget, works as a func_train but when you fire on it it triggers something. (see tutorial for func_train :P)
Posted 20 years ago2004-08-05 20:58:42 UTC Post #48268
Example map made.
Posted 20 years ago2004-08-06 00:57:13 UTC Post #48291
well, now i got the first one to stand up, but i want it to trigger the next one ONLY after you shoot the first one
Posted 20 years ago2004-08-06 01:33:50 UTC Post #48302
http://collective.valve-erc.com/index.php?ent=func_guntarget

Give the second func_guntarget a name and let it be triggered by the first one. That should do it.
Posted 20 years ago2004-08-06 01:37:37 UTC Post #48303
nope, i've already tried it, i shoot the first one and nothing happens, the health is set to 2 and i shot it 17 times!
Posted 20 years ago2004-08-06 01:39:52 UTC Post #48305
How exactly did you set-up your func_guntargets? What properties do they have?
Posted 20 years ago2004-08-06 01:44:40 UTC Post #48306
ok, they're all the same properties, i didn't change the angle, DUH, the health is 2, the names are targ1 targ2 targ3, bla bla, i gave them all path corners to follow, and they stop once they hit their second path corner (that's what i want, i set them up to do that).

I tried a trigger multiple that targets the first one, doesn't work
I tried a trigger once that targets the first one, doesn't work
I now use a trigger once that activates a multimanager that targets the first one, that works (but then the target doesn't activate the next target when i shoot it!)
Posted 20 years ago2004-08-06 01:45:17 UTC Post #48307
oh, and i did give them targets! in the fire on pass slot
Posted 20 years ago2004-08-06 01:46:27 UTC Post #48308
Right. I just made a small test map and everything works just fine. One thing you've probably overlooked is that a func_guntarget has to be active before it triggers anything when shot. So, the first func_guntarget needs to be triggered first... only then it will move and trigger it's target when shot.
Posted 20 years ago2004-08-06 01:47:20 UTC Post #48309
did you put it in mapvault?
Posted 20 years ago2004-08-06 01:48:10 UTC Post #48310
What you need to do, is to set the name of the func_guntarget that has to be triggered in the Fire on Damage propertie of the first func_guntarget.
Posted 20 years ago2004-08-06 01:49:24 UTC Post #48311
I DID! IT STILL DOESN'T WORK, they all have names and fire on damage targets, and they won't target eachother, do they haveto be in movement to trigger something?
Posted 20 years ago2004-08-06 01:53:10 UTC Post #48312
What I said, a func_guntarget has to be active before it can trigger it's target.

What you do, is create a func_guntarget, and let it move along two path_corners. You'll see it doesn't move when the map starts. You'll also see that when you shoot it it won't activate it's target.
Now, create a trigger_once and let it target this func_guntarget. In the game, walk through the trigger and you'll see the func_guntarget starts moving. Now it is active and it will trigger it's target when shot.

That should do the trick for you. If you still don't succeed, I'll upload my testmap to the Vault.
Posted 20 years ago2004-08-06 01:55:26 UTC Post #48313
upload it, cause that's what i have, does it have to be moving to trigger something, or can it move and stop and then be shot to trigger something?
Posted 20 years ago2004-08-06 02:03:36 UTC Post #48315
It has to keep moving. Only when it moves it can trigger it's target.
Posted 20 years ago2004-08-06 02:04:40 UTC Post #48316
ok, i'm compiling my map to test it now, now that it's moving i mean
Posted 20 years ago2004-08-06 02:05:43 UTC Post #48317
Good. Let me know when you succeeded so I can remove my example map.
Posted 20 years ago2004-08-06 02:12:05 UTC Post #48319
ok, thanks a lot, now it works great, all i have to do is make em a little bit slower. ty cp
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