Hello
I'm trying to create an event triggered by an npc_turret_floor being hit by a grenade (either smg's or normal). I observed you can create an output with conditions physgun (that doesn't fit on my map), on tipped (which I don't know what it is but for sure isn't being hit by grenade), on deploy and on retire (checked too and it doesn't work).
Any ideas on how to do it? I thought about creating trigger_once around the turret, but it would not be safe since it is a group of turrets that must be brought down for the event to trigger, and some of them could not touch the trigger when blasted.
Thank you
npc_turret_floor output
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Hi
The gun popping from the ground is npc_turret_ground.
_floor are the ones standing on a tripod.
The map is a kind of tutorial on how to do certain things in HL2. There is an area of the tutorial where players have to use grenades to get rid of the turrets. First they use cloak to move without activating them, and then hit them with the grenades from behind. If they don't deactivate the turrets, a combine shield won't open.
I have two groups of turrets, and I was thinking something like a math counter and an output in each turret activated when they fell so the math_counter will hitmax when they are all in the floor.
I have checked this with an output like ontipped->counterX->add->1 and onretire->counterX->add->1 but neither won't work.
This is not an effect I have seen in any HL2 map, so I don't know if it is even possible.
Thank you
The gun popping from the ground is npc_turret_ground.
_floor are the ones standing on a tripod.
The map is a kind of tutorial on how to do certain things in HL2. There is an area of the tutorial where players have to use grenades to get rid of the turrets. First they use cloak to move without activating them, and then hit them with the grenades from behind. If they don't deactivate the turrets, a combine shield won't open.
I have two groups of turrets, and I was thinking something like a math counter and an output in each turret activated when they fell so the math_counter will hitmax when they are all in the floor.
I have checked this with an output like ontipped->counterX->add->1 and onretire->counterX->add->1 but neither won't work.
This is not an effect I have seen in any HL2 map, so I don't know if it is even possible.
Thank you
This is the way I would recommend you do it ^^^W0rf0x wrote:hmm OnTipped should work, weird..
Well you could parent a npc_bullseye to each turret and give them a filter_damage_type to only allow BLAST damage.
Then just add the OnDamaged output to each.
That is the way Valve does the ground turrets in HL2 and it should work in a similar manner for what you're trying to do
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If anyone is interested, here's a tutorial on how to make those deployable ground turrets that activate by tripwires
http://halfwit-2.com/?page=tutorials&id=125
http://halfwit-2.com/?page=tutorials&id=125