Getting a Grunt to use a Turret
| Introduction This tutorial will explain the process involved in getting a monster_human_grunt to operate a func_tank (turret). This tutorial does not explain how to create a func_tank, so other tutorials will have to be consulted on that matter. Getting Started Getting a grunt to operate a turret is not as difficult as one may think. It's as easy as naming a few fields, and setting some flags. There are, however, some important flags that must be set. If not, you might end up with some undesirable results, which we will get to later. The Process First of all, you must have a func_tank to use in your map. After it is placed, you must put a monster_human_grunt behind the turret where you want him to fire from. This is, of course, where he would need to stand after the angle of the turret has been adjusted, eg. if your turret angle is 270, he should be placed north of the turret. Now we have to give the turret a name, as well as set some flags on it. Let's give the turret a name of "cannon" (without the quotes). Next, set the 'active' flag. What this does, is make the turret already in operation. Now, we need to set the 'player' flag. This gives the turret a target (as in, shooting target) of the player. You will also notice some other flags, such as 'Humans' and 'Aliens', which would obviously make those respective entities a target of the turret. Finished with the turret, we now move on to the grunt. We need to set the TriggerTarget field, type "cannon" in there. Now, set the TriggerCondition (just below TriggerTarget) to "death." What this does, is trigger the turret when the grunt dies, thus simulating his inability to operate the turret. As you will remember, the "active" flag was already set, so the turret will be in operation at the start of the map, and will only deactivate when the grunt dies. Finally, we need to set a couple of flags on the grunt, one of them being optional. If you want your turret to remain a surprise to the player, you can set the "gag" flag on the grunt. This is useful if your grunt is operating a sniper rifle, and you don't want him to talk over the radio. The second flag, and this one MUST be set, is the "prisoner" flag. Without this, the grunt would run around and shoot at the player if he gets close, furthermore, the turret will still operate, even though he is not behind it! Conclusion Now that wasn't very hard, but you may have some problems, so here is a checklist of the key elements you need to implement: Example Map |