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TF2 Sentry Gun http://45.55.195.193/viewtopic.php?f=1&t=25913 |
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Author: | Hunter0 [ Tue Oct 18, 2011 8:35 pm ] |
Post subject: | TF2 Sentry Gun |
I am making a sentry gun for my Team Fortress 2 mod but I don't know how to make a TDExplosive spawn my sentry ACrab (on the right team too) when it gibs on contact with something. Can anyone help? |
Author: | Sims_Doc [ Wed Oct 19, 2011 12:08 am ] |
Post subject: | Re: TF2 Sentry Gun |
Sorry, but i can't help but anyway isn't there already a few topics about this? |
Author: | CaveCricket48 [ Wed Oct 19, 2011 1:11 am ] |
Post subject: | Re: TF2 Sentry Gun |
Hey, if you're gonna post just to say that other topics exist, at least link those topics. @OP: The cleanest way to do this is with a quick Lua script attached to your TDExplosive, something like this: Code: function Create(self) self.alliedTeam = -1; self.enableDeploy = false; end function Update(self) if self.ID ~= self.RootID then local actor = MovableMan:GetMOFromID(self.RootID); if MovableMan:IsActor(actor) then self.alliedTeam = ToActor(actor).Team; end end if self:IsActivated() and self.ID == self.RootID then self.enableDeploy = true; end end function Destroy(self) if self.enableDeploy == true then self.deployActor = CreateACrab("Whatever your crab name is"); self.deployActor.Team = self.alliedTeam; self.deployActor.Pos = self.Pos; self.deployActor.AIMode = 1; MovableMan:AddActor(self.deployActor); end end It's untested, so it may not work 100% guaranteed. There are also INI-only methods to gib actors as well, but they're a lot hackier. |
Author: | Hunter0 [ Wed Oct 19, 2011 6:52 am ] |
Post subject: | Re: TF2 Sentry Gun |
It works! Perfectly too! Thanks for your help! |
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