Forcing entites to be placed?
slayer20
Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
Ok so here is my question...
I plan on making a co_ map that would have this movable factory thing. About the size of a turret factory.
As awesome as it would be to have a custom model, I'm going to have to use brushes.
I want this to be a very linear styled map.
But how would I parent a siege cannon inside this brush based model? In the suggestions thread for NS2, I came up with the escort gamemode. It seems like a great idea, and I'm sure it would be a lot easier to make in Source or their new engine. But I would like to try this out now.
I have made maps for Natural Selection before, but I'm not amazingly familiar with that engine.
So, is it possible to parent a siege cannon to a moving object?
I plan on making a co_ map that would have this movable factory thing. About the size of a turret factory.
As awesome as it would be to have a custom model, I'm going to have to use brushes.
I want this to be a very linear styled map.
But how would I parent a siege cannon inside this brush based model? In the suggestions thread for NS2, I came up with the escort gamemode. It seems like a great idea, and I'm sure it would be a lot easier to make in Source or their new engine. But I would like to try this out now.
I have made maps for Natural Selection before, but I'm not amazingly familiar with that engine.
So, is it possible to parent a siege cannon to a moving object?
Comments
I've seen entities be influenced by elevators, doors, and "rotatables" in the HL engine before.
Grr this would be so much easier in source...
This is so much harder to do in the half-life engine as I can't parent entities to each other...
My other concern is that I don't know how I would get the marines to spawn next to the siege carrier thing.
*sigh* I don't think my idea will be possible to do in Natural Selection. I'm going to have to wait for NS2 to come out or something...
So you could trick a way or another. (it wont be easy though)