Turrets Created 17 years ago2007-07-25 05:54:00 UTC by DragonFly DragonFly

Created 17 years ago2007-07-25 05:54:00 UTC by DragonFly DragonFly

Posted 17 years ago2007-07-25 05:54:00 UTC Post #230232
So far the only way ive managed to get non-npc turrets to work is by useing triggers to give them a target and then a loop on the ready to fire output to make it actauly fire rather than just follow the target...

This is all very well when I know the names of the targets but I want a turret in a team mp game such that it will attack one team (of my chooseing) by it's self. The problem is I have no clue how to make a turret pick targets and shoot them by it's self.
Posted 17 years ago2007-07-26 06:59:15 UTC Post #230326
Well I can't help you with teams but to target a player you type !player

Here is something useful I found a while back:

Note: !player is the pointer for the Player.
!player* = All players in multiplayer games.
!activator = Which entity caused the current entity to fire it's Output. (i.e. Player activated trigger, !activator points to Player.)
!picker = Entity Player is looking at.

So maybe telling your turret to target all MP players or the person who activates the trigger...
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-07-26 07:17:02 UTC Post #230328
Does source still have the 'master' property? That's how you would do it in HL1.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-07-26 07:48:36 UTC Post #230329
On some entitys it does (eg Func_Door) but it's labeled obselete so i'm not sure if it works or is just a left over from gold source.

@Habbio
The !activator looks like it could be useful here except I don't see a way to make a Trigger_Multiple only be triggerd by players on one team and not the other.
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