Item folowong player Created 13 years ago2011-02-15 19:00:53 UTC by Stojke Stojke

Created 13 years ago2011-02-15 19:00:53 UTC by Stojke Stojke

Posted 13 years ago2011-02-15 19:00:53 UTC Post #290397
I remember a tutorial here, but i cant find it, can some one link it? And explain a bit whats happening.

Its a tut about creating solids that follow players movement. Like a jet pack.
Stojke StojkeUnreal
Posted 13 years ago2011-02-15 20:01:27 UTC Post #290399
I made a jetpack example map.

If you want an object to follow the player in regular Half-Life I think the only way is to use a laser/beam with an end sprite/model.
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2011-02-15 20:26:13 UTC Post #290400
If you set the end entity to "player" it follows the player?
Posted 13 years ago2011-02-15 20:33:30 UTC Post #290401
@ Potatis

Uhh, i want it to follow only the terrorist in my counter strike map, because im mapping a map where the terror should seem as he is flying...

But i dont thing there is any other way...
Stojke StojkeUnreal
Posted 13 years ago2011-02-15 20:38:11 UTC Post #290402
Now that I come to think of it, I've only tried the laser method with cockroaches as targets.
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2011-02-15 20:40:00 UTC Post #290403
Just checked the map, and damn is it complex O_o

I take my hat off mistah.

Besides this, very complex solution, is there any other?

And can i set it to follow only info_player_deathmatch (also is this possible with 1st example)?
Stojke StojkeUnreal
Posted 13 years ago2011-02-15 23:28:30 UTC Post #290408
What are you trying to accomplish?
Posted 13 years ago2011-02-16 04:26:54 UTC Post #290430
I want it to seem that the terror is flying to avoid unnececary room building for him. I am making a deathrun map and it should be empty like that.

So, CT run around on one long bridge like construction and terror is flying and pushing buttons (He is actually walking on an invisible solid).

I want the effect.
Stojke StojkeUnreal
Posted 13 years ago2011-02-16 18:06:31 UTC Post #290450
A make shift poor mans way.. I just thought of.

Under the solid where the Terror stands, set up a series of sprites (and set them as starts off, with a multimanager that activates them again when any other sprite near them is activated[so it will turn them back off when the terror leaves radius]). Then where the the terror actually stands and runs around near the buttons.. a series of trigger-multiples that activate the sprites underneath where it resides.

Will look clunky, but the sprite is certain to follow the player around.
Posted 13 years ago2011-02-16 18:10:33 UTC Post #290451
Actually.. I'm missing a few triggers in my explanation.

If you sat and wrote a string out with some trigger-relays in it, I"m certain you could get the sprites to turn off and on appropriately in the order you ran around on top of them.
Posted 13 years ago2011-02-16 18:26:51 UTC Post #290455
Well, my map is really large, well long, and in my interest is good performance. The map is made out of 3 long ways, with teleport on the end of each one, and each way is all the way from 1 end of the grid to an other.

But its a good idea, i dunno, im trying to figure out the jet pack example. Too much entity stuff O_o
Stojke StojkeUnreal
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