Detect walls?
Quote from boctroy on May 24, 2014, 5:58 pmHey, 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?
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?
Quote from Lpfreaky90 on May 24, 2014, 6:19 pmtry 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!
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!
Quote from FelixGriffin on May 24, 2014, 8:41 pmThe source for Sendificate is released and is fascinating and informative. Note however that it's almost entirely VScript based.
The source for Sendificate is released and is fascinating and informative. Note however that it's almost entirely VScript based.
Quote from boctroy on May 26, 2014, 8:59 pmI was looking into vscript, can i make a prop_dynamic "open" like a func_movelinear with scripting using EntFire?
I was looking into vscript, can i make a prop_dynamic "open" like a func_movelinear with scripting using EntFire?
Quote from FelixGriffin on May 26, 2014, 11:01 pmNo. Just parent it to something.
No. Just parent it to something.
Quote from boctroy on June 3, 2014, 11:31 amjust 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)
}
}
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)
}
}