Turrets? Created 12 years ago2011-06-07 21:57:31 UTC by Dimbeak Dimbeak

Created 12 years ago2011-06-07 21:57:31 UTC by Dimbeak Dimbeak

Posted 12 years ago2011-06-07 21:57:31 UTC Post #295385
I'm working on a TFC escape map, but I'm having a problem with the turret.

I set the turret to autostart, and I set the name to turret1. I also made a func_breakable. When the player breaks it, it will activate turret1, which will turn off the turret. Sadly, it doesnt turn off the turret.

P.S.: I also named a func_breakable turret1, so that it activates them both at the same time.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2011-06-07 23:50:34 UTC Post #295386
Trigger a trigger_relay, instead? Then have that relay trigger the turret to be off.
Luke LukeLuke
Posted 12 years ago2011-06-07 23:58:05 UTC Post #295387
Thanks Luke. Wow, that's the first time you've ever been a help to me.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2011-06-08 00:00:13 UTC Post #295388
Way to show gratitude, kiddo. :pwned:
Archie ArchieGoodbye Moonmen
Posted 12 years ago2011-06-08 00:03:02 UTC Post #295389
Sometimes when I know the answer to something, I help.

Most of the time I know the answer, and I don't feel like helping, though.
Luke LukeLuke
Posted 12 years ago2011-06-08 00:26:54 UTC Post #295390
You forgot to define your own definition of "Sometimes" Luke, your dictionary ain't the same as ours.
Crollo CrolloTrollo
Posted 12 years ago2011-06-08 00:36:29 UTC Post #295391
(see: almost never)
Luke LukeLuke
You must be logged in to post a response.