moving tanks Created 12 years ago2011-10-06 17:34:11 UTC by platoon platoon

Created 12 years ago2011-10-06 17:34:11 UTC by platoon platoon

Posted 12 years ago2011-10-06 17:34:11 UTC Post #299806
there is any way for make random-moving tank and fire to player or something?
it will trigger moving func trains, activating tank turrets and lots of scripts

i know there is a way for hide the turrets with env_render entity
but its still over there and its a problem

there is any other way to do this without coding?

example how we will see it in game:
User posted image
Posted 12 years ago2011-10-06 17:39:41 UTC Post #299807
A dozen of env_renders.
Posted 12 years ago2011-10-06 19:49:35 UTC Post #299809
That would be very easy to construct if you're using Spirit but in Vanilla Half-Life it's very hard.
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-10-06 20:27:50 UTC Post #299810
i use vanilla
thats why i ask,
my job it is, trying hard things to do
lol
Posted 12 years ago2011-10-07 00:23:17 UTC Post #299812
This exact thing was done in the mod, Issues, where a tiger tank circled around a house the player hid in and bombarding him

That mod uses spirit

If not with spirit it may be possible with a func train and invisible func tanks where the train's path corner activates the tanks at their places.
Posted 12 years ago2011-10-07 08:12:53 UTC Post #299820
If the target is static then you could make the scene completely staged with only a single tank and a bunch of env_explosions and sprites or whatever instead of func_tanks. You could also use 2 separate func_trains for the tank, one for the tank itself and the second to rotate the cannon on top of the tank.
Posted 12 years ago2011-10-07 08:36:33 UTC Post #299821
i never seen it been done, even in the mods like azure sheep and whatever they were either stationary tanks with moving turrets or moving tanks with non functional turrets.

actually wait. there was a bit in... Point of View i think that had a tank on a rotating platform or something that had working turrets
Posted 12 years ago2011-10-07 10:32:47 UTC Post #299822
Try experimenting with masters on visible turrets, to see if you can disable them from firing. Then combine that with an env_render.

Failing that, an invisible func_wall_toggle in front of the turret might help, but possibly won't do too well depending on where the player can go.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2011-10-07 10:44:42 UTC Post #299823
There are a lot of ways to do it but it depends on exactly what you need.
Posted 12 years ago2011-10-07 11:02:33 UTC Post #299824
jeff thats what is my problem, we just cant go through them i know how to activate deactivate hide and show turrets etc.. no other way?

more info,
it will be hot battle with player,
but sometimes tank will be attack and destroy defensive positions for kill the player,
there should be health for it
Posted 12 years ago2011-10-07 11:18:36 UTC Post #299825
If it shoots parts of the scenery, moves, and has health, you'll either need to use spirit or code an a couple of NPCs (one for the tank, one for the targets), I think.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2011-10-07 12:52:49 UTC Post #299827
You can try zhlt_noclip 1, it makes any brush entity non solid, however it still blocks bullets.
Posted 12 years ago2011-10-07 15:04:02 UTC Post #299828
can you give more detail how can i use it?
Posted 12 years ago2011-10-07 15:22:38 UTC Post #299829
I thought of a gimmicky way of doing it. Pretty much the tank structure is a train that follows a path. When it passes a certain path point, it fires a quick activate-deactivate to an invisible tank entity that could shoot at the player. Now the problem is to get the barrel to move and face the player. I would use a model entity that's passive that would face the player. Similar to a monster with the 'prisoner' flag set.

Well that's the best I've got.
Rimrook RimrookSince 2003
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