Sly Assassin
08-18-2004, 06:24 PM
Right heres the problem,
I'm currently making a map that includes fireable 88's and pak37s (thanks to Fuzzdad for the original ent work on the fireable 88's, least i think it was him).
Now anyway in the original fireable 88 map the 88 fired at a func_mortarfield and set that off which was fine and dandy for what it was doing.
Now I've gone and added this into my map but instead of just firing it at the func_mortar field I've got it targeting a func_laser which in turn targets info_targets that have func_buttons sitting infront of them so that the laser sets off the func_button which will then trigger where the fireable 88 will fire to. Now the func_laser part of this ent monster is to add some randomness in where the 88 will land its shot. but I've got a problem here in all this :( there are six objects that the func_laser ends up targeting, 5 are drums that will explode and have flames etc etc which all work fine, but the sixth is a func_mortar field.
Now the main problem is this, once the 88 has been fired it will sometimes fire blanks, ie once a drums been blown up it will fire at those ents again even though they've been 'fired', now what I'd like is for the 88 to fire at the drums then disregard those drums as already killed and then concentrate soley on the func_mortarfield left behind.
I'm not sure if a mult_manager would do everything I need, ie the random factor in which drum gets blown up and then disregarding it as 'destroyed' and then finally concentrating on the func_mortarfield. Besides which I suck at using the multi_manager and haven't seen a decent dam tut on them yet.
Heres a little diagram of what the ents do so its clear for you if my explanation isn't clear enough.
-----> means targets
Fireable 88 ----> func_laser ------>(multiple) func_button/info_target----> drum/func_mortar field
hope thats clear, if not i'll try explaining it better later on or something :)
I'm currently making a map that includes fireable 88's and pak37s (thanks to Fuzzdad for the original ent work on the fireable 88's, least i think it was him).
Now anyway in the original fireable 88 map the 88 fired at a func_mortarfield and set that off which was fine and dandy for what it was doing.
Now I've gone and added this into my map but instead of just firing it at the func_mortar field I've got it targeting a func_laser which in turn targets info_targets that have func_buttons sitting infront of them so that the laser sets off the func_button which will then trigger where the fireable 88 will fire to. Now the func_laser part of this ent monster is to add some randomness in where the 88 will land its shot. but I've got a problem here in all this :( there are six objects that the func_laser ends up targeting, 5 are drums that will explode and have flames etc etc which all work fine, but the sixth is a func_mortar field.
Now the main problem is this, once the 88 has been fired it will sometimes fire blanks, ie once a drums been blown up it will fire at those ents again even though they've been 'fired', now what I'd like is for the 88 to fire at the drums then disregard those drums as already killed and then concentrate soley on the func_mortarfield left behind.
I'm not sure if a mult_manager would do everything I need, ie the random factor in which drum gets blown up and then disregarding it as 'destroyed' and then finally concentrating on the func_mortarfield. Besides which I suck at using the multi_manager and haven't seen a decent dam tut on them yet.
Heres a little diagram of what the ents do so its clear for you if my explanation isn't clear enough.
-----> means targets
Fireable 88 ----> func_laser ------>(multiple) func_button/info_target----> drum/func_mortar field
hope thats clear, if not i'll try explaining it better later on or something :)