blod Posted July 22, 2022 How do I make a turret that starts firing when the player enters the sector and stops firing when the player leaves the sector? Is it possible in UDMF without using the script? I know about the existence of SpawnProjectile actions and 'Actor enters sector' thing, but how to combine them correctly? 0 Quote Share this post Link to post
0 Stabbey Posted July 22, 2022 Is your intent to have some kind of puzzle where you have to move between "safe" and "unsafe" sectors? If not, then are you sure that's exactly what you want? Such a thing - as specified - would only work if the player and the turret are in the exact same sector, which means that the entire area would have to be one sector with the same floor/ceiling heights, floor/ceiling textures, and same light throughout. It sounds more like what you want is a monster which has no speed and so cannot move, and its fire set to continuous while in sight like the Arachnotron does. That would be far more flexible than a turret which requires the player to be in the same exact sector. 0 Quote Share this post Link to post
0 blod Posted July 22, 2022 12 minutes ago, Stabbey said: Is your intent to have some kind of puzzle where you have to move between "safe" and "unsafe" sectors? If not, then are you sure that's exactly what you want? Such a thing - as specified - would only work if the player and the turret are in the exact same sector, which means that the entire area would have to be one sector with the same floor/ceiling heights, floor/ceiling textures, and same light throughout. It sounds more like what you want is a monster which has no speed and so cannot move, and its fire set to continuous while in sight like the Arachnotron does. That would be far more flexible than a turret which requires the player to be in the same exact sector. So the answer is no (( I actually wanted to make a decorative spawner on my map, which would just shoot fireballs into the sky. I thought it could be done in UDMF without a script. Maybe someone has an example of ACS for this? 0 Quote Share this post Link to post
0 Stabbey Posted July 22, 2022 I didn't say "no". I don't know enough scripting to answer. I was just trying to understand what you wanted, because that matters if you want a answer which helps solve the problem you want to solve. 0 Quote Share this post Link to post
0 blod Posted July 22, 2022 Comparing my problem and your answer, I conclude that such permanent projectile spawner is impossible without ACS, so I said "no" to myself. But thanks for the answer. By the way, what is the purpose of such spawner/turret, I described earlier (tech interior decorating). 0 Quote Share this post Link to post
0 Kappes Buur Posted July 22, 2022 There may well be turrets in Blade of Agony. But there are definitely turrets in Enjay's Operation Overlord 0 Quote Share this post Link to post
0 boris Posted July 22, 2022 While you need a script it's very trivial. All it needs to do is to spawn a projectile, wait, then restart itself. This script is then started by the "actor enters sector" thing, and terminated by a "actor leaves sector" thing. See attached example. fireballtrap.zip 0 Quote Share this post Link to post
Question
blod
How do I make a turret that starts firing when the player enters the sector and stops firing when the player leaves the sector?
Is it possible in UDMF without using the script?
I know about the existence of SpawnProjectile actions and 'Actor enters sector' thing, but how to combine them correctly?
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