Turret Shooting a glass func_physbox [Solved]

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MasterLagger
1,695 Posts
Posted Aug 13, 2012
I'm trying to get a turret to shoot out a window(func_physbox) when the player crosses by, but the turret targets the player without shooting the window. Any ideas?
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zivi7
649 Posts
Posted Aug 13, 2012
Replied 1 hour later
Have you tried a Func_breakable_surf instead?

Here's a tutorial comparing different windows: http://www.youtube.com/watch?v=Ztt-b8m6YIE

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Jepp
134 Posts
Posted Aug 13, 2012
Replied 11 minutes later
Make the window a brush and set it to non-solid, the turret will act as it weren't there. You might also wanna use player clips and block-bullet texture depending on what you're trying to accomplish.
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MasterLagger
1,695 Posts
Posted Aug 13, 2012
Replied 42 minutes later
The turrets are supposed to shoot and destroy the window when they see the player behind it. I'll try func_breakable_surf and see what happens.
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Skotty
671 Posts
Posted Aug 13, 2012
Replied 3 hours later
func_breakable_surf is just for a few special textures. I would recommend a normal func_breakable, works with every texture and is for sure breakable for NPCs.
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Alexander Bell
306 Posts
Posted Aug 13, 2012
Replied 1 hour later
But the turret can't see through it, from what I understand. Well, it can see through it but it acts like it does when it sees you through glass (which is some nodraw and clip brushes with a special texture, I'm pretty sure)

Anyway, just make a target and put it in the glass (or parent it to the player), then make the turret target that, and add a trigger in front of the glass to make the turret firebullet

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MasterLagger
1,695 Posts
Posted Aug 13, 2012
Replied 18 minutes later

Alexander Bell wrote:
But the turret can't see through it, from what I understand. Well, it can see through it but it acts like it does when it sees you through glass (which is some nodraw and clip brushes with a special texture, I'm pretty sure)

Right, but turrets shoot glass if the glass is a func_brush, which is odd to say the least.
The main event in the map is that the player hits a button causing turrets being released from the facility. The turrets are to target the player in an office and shoot at the player who happens to be in front of a few window that will shatter when the turret shoots the window while targeting the player.
The room
img
These capsules hold the turrets (an early picture). The office on the other side of the windows is where the player will be shot at, with reasonable cover.

Func_breakable may work. Tomorrow, I'll try func_breakable. Hopefully, it'll work.

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Alexander Bell
306 Posts
Posted Aug 13, 2012
Replied 12 minutes later
ontrigger <turret names> firebullet <name of target(s)> onhearcombat (I assume shooting counts, and I assume it still works) firebullet <targets>, then to make them stop kill the targets.
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MasterLagger
1,695 Posts
Posted Aug 14, 2012
Replied 14 hours later
Func_breakable works! YES!
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DaMaGepy
361 Posts
Posted Aug 15, 2012
Replied 1 day later
I had similar problem, firebullet dont work. No matter if I use any named object or info_target or whatever, on firebullet it starts to fire randomly 4-5 bullet (just when you flip them over, random directions). And with func_breakable, it blocks their sight, and they dont shoot you normally. However I never tried it with a glass.
Whats that onhearcombat thing at the end?
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MasterLagger
1,695 Posts
Posted Aug 15, 2012
Replied 2 hours later
Yeah, I never found the "onhearcombat" thing Alex mentioned. Maybe he meant OnDeploy instead?