Reprogramming the Bumbleball to Kill
yishbarr wrote:
Parent a trigger hurt to it. I actually have made plans for logic puzzles with the bumbleball, but I am keeping them for something big. (Sorry, but I'm not completely sure what makes it track players).
Um... I actually stated in the article I knew how to tie a trigger_hurt to it, I just needed to know how to make it track the player. But thanks anyways!
Making it follow the player is difficult while keeping it's properties.The only way would be to add some kind of gyroscope to it and phys_thrusters. To measure where the player is you would need npc_enemy_finder or env_microphone (measure sounds made by the player).
Another way that is probably the best one: func_tank (working as gyroscope) that looks on the player. For the movement you could create an env_entity_maker parented to the func_tank that uses a point_template to spawn a point_thruster. This point_thruster itself is attached to the bumbleball and will kill itself before the next one spawns.
On this way you have something that follows the player and that creates short thrusts to move the ball to the players.