Detect walls?

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boctroy
51 Posts
Posted May 24, 2014
Hey, I'm trying to make a hookshot from zelda. I launch the hookshot by parenting it to a func_movelinear. I connect the hook to the base with a rope_move so it looks attached with a chain. when i open the func_movelinear launching the hook it continues to open through walls. I don't want that. I was trying to find a way to make the func_movelinear stop (probably by setting speed to 0) at walls without tying the walls to entities, or setting trigger_multiples over each wall.
Does anyone have any ideas?
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Lpfreaky90
2,842 Posts
Posted May 24, 2014
Replied 20 minutes later
try to ask HMW, his sendificator maps do something similar!
if you can't seem to find him you can always try to decompile his map and see how he did it!
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FelixGriffin
2,680 Posts
Posted May 24, 2014
Replied 2 hours later
The source for Sendificate is released and is fascinating and informative. Note however that it's almost entirely VScript based.
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boctroy
51 Posts
Posted May 26, 2014
Replied 2 days later
I was looking into vscript, can i make a prop_dynamic "open" like a func_movelinear with scripting using EntFire?
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FelixGriffin
2,680 Posts
Posted May 26, 2014
Replied 2 hours later
No. Just parent it to something.
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boctroy
51 Posts
Posted Jun 03, 2014
Replied 7 days later
just so youknow this is ruffly what i used to detect walls
I don't make notes very well so if you can decifer it here you go.

timer.ConnectOutput("OnTimer","launch")
timer <- Entities.FindByName(null, "timer")
claw <- Entities.FindByName(null, "claw")
shot <- Entities.FindByName(null, "shot")

function launch()
{
unblocked <- TraceLine(shot.GetCenter(),claw.GetCenter(),null)
if( unblocked !=1)
{
EntFire("shooting_linear","Close",null,0)
}
}