Using the Rocket Turret's laser

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E1025
104 Posts
Posted Jan 05, 2008
How can I prevent the rocket turret from firing when aiming at a certain area/object?

For example. There is a puzzle in my map which the player needs to redirect the rocket in-flight using portals to a certain object, however the player can skip all that by placing a portal right beside the object and having the rocket turret directly fire at the object. How can I prevent the rocket turret from firing at it?

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Hurricaaane
189 Posts
Posted Jan 05, 2008
Replied 3 minutes later
Try the tools BLOCK LOS texture. LOS means Line Of Sight. So try it to place it over (not on) walls you want to exclude portal skipping.

EDIT: Wait, no it won't work. If the player ssstttth, well stays in front of the portal and with... no seriously, I don't know, try to make experiments.

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E1025
104 Posts
Posted Jan 05, 2008
Replied 4 minutes later
I'll try.

How do you get the rocket to aim at an entity? I've seen you do it in your design play list, prehaps I could try to expriment with that?

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Hurricaaane
189 Posts
Posted Jan 05, 2008
Replied 16 minutes later

E1025 wrote:
I'll try.

How do you get the rocket to aim at an entity? I've seen you do it in your design play list, prehaps I could try to expriment with that?

For the rocket turret aiming at the chest of the ragdoll floating on water, I used an npc_bullseye (I think that you can use a simple info_target, I used a bullseye so that the regular turrets shoot at it using an ai_relationship) parented to the ragdoll, then using a logic_auto (actually I used a logic_relay, but I won't explain why) I set the ParentAttachment to "chest". The rocket turret using a logic_auto (...) is triggered to SetTarget that bullseye.

For the rocket turret aiming at the moving black cube which is a func_tracktrain, I just simply trigger the rocket turret to SetTarget it.

Also, I noticed that if the rocket turret is set to SetTarget a prop_physics, it tires to shoot it down (it fires rockets).

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E1025
104 Posts
Posted Jan 07, 2008
Replied 2 days later
I can't get the rocket turret to disable when directly looking at the object but I found another way to do it, it may not be the best way to do it but it works.

I placed a func_portal_detector over the surface I don't want to be exploited and then I added outputs to the detector to disable the turret when it detects either portal 1 or 2. Near it is a trigger to re-enable the rocket turret. The trigger is placed in a space that the player can and will activate the trigger. This stops the turret from firing but allows the rocket to hit the object. The downside is the player needs to wait for the turret to re-enable and the turret might fire a rocket with out any indication of locking on (bug).