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Scripting Refire

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Ok, I'll mess with that this evening. Thanks for your help Felix. I'm a bit afraid of the object tipping over though. :D. I'm sure I can find a way to stop that from happening.

Using a phys_keepupright will make it right itself.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

Thanks, That will be useful. While on the thought of using entities and scripting together, Does anyone know if there is a way to use scripts to create an entity?

Code: Select all
local ent = Entities.CreateByClassname("game_text");
Falsi sumus crusto!

There's also special functions for env_entity_maker entities to spawn the template at a specified locations and angle. You might want to use EntFireByHandle with the AddOutput input to change keyvalues and add outputs if needed. (Unless there' some better way to do this, I haven't seen one though). There's also ConnectOutput/DisconnectOutput, which sets up a RunScriptCode input pointing to a function in your script.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

Thanks, I'll experiment with those in my next script. As for using SetVelocity() on the physbox, it seems like the motion from the physics is overiding anything from the script. It stays in one spot while I'm not hitting it, but when I jump on it, it throws me in the direction that the velocity is set.

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