Talk:Npc launcher: Difference between revisions
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This entity seems to be used in Half-Life 2, in [[d1_eli_02]]. Can anyone else check other games? | This entity seems to be used in Half-Life 2, in [[d1_eli_02]]. Can anyone else check other games? --[[User:RandomCatDude|RandomCatDude]] ([[User talk:RandomCatDude|talk]]) 19:35, 1 December 2018 (UTC) | ||
=== Targeting a target === | |||
Using a trigger_multiple, logic_relay, and npc_launcher together. Make the [[trigger_multiple]] activate the [[logic_relay]]. Then we set the ''targetname'' of the ''!activator'' (of the trigger). The [[npc_launcher]] turns on, updates, fires. After the missile fires, we clear the target's targetname, forget it existed and turn off. I am not certain if the ''UpdateEnemyMemory''/''ForgetEntity'' is needed. Further testing is required. | |||
===='''logic_relay'''==== | |||
OnTrigger ''!activator'' AddOutput targetname ''missile_target'' | |||
OnTrigger <npc_launcher> SetEnemy ''missile_target'' | |||
OnTrigger <npc_launcher> TurnOn | |||
OnTrigger <npc_launcher> UpdateEnemyMemory | |||
OnTrigger <npc_launcher> FireOnce | |||
OnTrigger ''missile_target'' AddOutput targetname (make it a space or blank) | |||
OnTrigger <npc_launcher> ForgetEntity | |||
OnTrigger <npc_launcher> TurnOff | |||
==== Notes ==== | |||
''' | |||
*If the target is dead by time of launch, the missiles appear to head towards the ground. | |||
*If the target dies while the missiles are in-flight they appear to loop around the target. ''This will need to be fixed programmatically. Probably with a proximity detection to explode when in range of target.'' | |||
''' |
Latest revision as of 10:19, 29 December 2019
This entity seems to be used in Half-Life 2, in d1_eli_02. Can anyone else check other games? --RandomCatDude (talk) 19:35, 1 December 2018 (UTC)
Targeting a target
Using a trigger_multiple, logic_relay, and npc_launcher together. Make the trigger_multiple activate the logic_relay. Then we set the targetname of the !activator (of the trigger). The npc_launcher turns on, updates, fires. After the missile fires, we clear the target's targetname, forget it existed and turn off. I am not certain if the UpdateEnemyMemory/ForgetEntity is needed. Further testing is required.
logic_relay
OnTrigger !activator AddOutput targetname missile_target
OnTrigger <npc_launcher> SetEnemy missile_target
OnTrigger <npc_launcher> TurnOn
OnTrigger <npc_launcher> UpdateEnemyMemory
OnTrigger <npc_launcher> FireOnce
OnTrigger missile_target AddOutput targetname (make it a space or blank)
OnTrigger <npc_launcher> ForgetEntity
OnTrigger <npc_launcher> TurnOff
Notes
- If the target is dead by time of launch, the missiles appear to head towards the ground.
- If the target dies while the missiles are in-flight they appear to loop around the target. This will need to be fixed programmatically. Probably with a proximity detection to explode when in range of target.