![]() When you want to grab and drop stuff, send the Test input to gg_holding. ![]() Make a logic_relay named gg_drop and set these:Īny dropping effects should be activated here from OnTrigger. Make sure Allow fast retrigger is NOT checked. Make a logic_relay named gg_trytograb and set these:Īny trying-to-grab effects should be activated here from OnTrigger. Move the info_targets so that they have the same distance between each other, and gg_holdspot and the moving part of the gun. Movement Reference: (moving part of gun).A logic_measure_movement with these settings:.We'll call them move_dummy1 and move_dummy2. If your gun can move around, you need to make the next three entities so that this info_target moves with it: Make an info_target near the front of the gun, but a bit farther away than gg_grab. Make a small trigger_teleport at the front of the gun:Īny grab-related effects, like beams, should be activated here from OnStartTouchAll. Make a filter_activator_mass_greater and set these: If you want to be accurate to the real gun, make it about 900 units long. Make a trigger_push similar to the first one, but bigger and longer. Note: If you don't want to implement grabbing (dropping is pretty broken due to parenting bugs) you can ignore this whole section and delete the incomplete IO from the punting section. When the time is right, send the TouchTest input to gg_checkforpuntables. It will push multiple objects at once, but there's no perfect solution to that. The gun is now fully ready to punt anything in its way. Make another ambient_generic closeby and set these properties: Make an ambient_generic close to the gun and set these properties: Place it however is necessary so that the laser will point in the direction you want to punt objects. Make an info_target and name it gg_laser_end. Give it these settings (adjust as you wish, adapted from the Ep2 intro): Now for the flashy bits! Make an env_laser where you want the punting beam to come from. Make sure Allow fast retrigger is NOT checked! Any other special effects you want should be activated from OnTrigger. You can adjust the rate by changing the delay. The last output won't do anything except temporarily disable the relay, to act as a refire rate. Make a logic_relay, name it gg_punt, set these outputs: Set the same flags, and make these outputs: Make a trigger_multiple inside the trigger_push. Set the flags how you wish, you'll probably want Physics Objects checked. Push Direction: Depends on how you have the gun positioned.Make a trigger_push over the area an object should have to be in to get punted. If the gravity gun-like object you're making is able to move, remember to parent all the triggers, visual effects, etc. Making a fake gravity gun punt is actually not terribly complex, though this setup is not quite 1-to-1. If you really want to make the map in base HL2 (not likely!), change the sounds to their raw files. In base HL2, the ambient_generics refuse to play the sounds, and instead crash the game. Note: Tutorial assumes the map is for Episode 2. Tip: Energy balls spawned in this way will appear unusually small. Since it isn't controlled by a player, can't be set off unless shot or sent its Explode input. Default time is 3.ĭoes no damage except physics, won't attach to striders unless hit by gravity gun. Play the sound Weapon_Crossbow.Single when it fires. fire a crossbow bolt when a button is pressed). Make an env_entity_maker, and configure it however is needed for your projectile and use case (i.e.Make a point_template, name it template and set Template 1 to projectile.Make an entity from the list below and name it projectile (or whatever you want).Make muzzle effects with env_muzzleflash. ![]()
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