- Thread starter
- #26
Re: ocean crossing [pics]
I think this will be the best way. After orcs waves are defeated gun power item or cannon ball item or something will drop which can be used for the "key" to fire the cannon.
This way would be very tricky to do. I would have to put a func_button that is triggered by dmg and unlock it right when the ship is retreating. If the players hit the button (which is where the ship will be at that moment) the ship will changed to the sinking track. Actually.. I think that will be easier. lol. Humm.. 45 deg yaw might be to much I don't want the cannon to be able to hit the orc ship when it's moored up to the galleon.
I'm not sure how you are going to control when it is fired, but I maybe able to work something out for it. It'll be clumbsy though - only way I can think of making it fire is via interact menu. You click use on it, and it gives the "Fire/Cancel" menu.
I think this will be the best way. After orcs waves are defeated gun power item or cannon ball item or something will drop which can be used for the "key" to fire the cannon.
Well that (^) cannon script seems to work alright, but I need to know what *exactaly* you want it to do. This one lets you aim it in a 45 degree yaw arc, and fire a 1000dmg/150radius cannon ball every 30 seconds. It has 20hp, and is human factioned, so orcs and undeads, and all the various other things that hate humans, will try to kill it, should they see it. It fies the map event " cannon_fired " in case you need the map to react to it being fired in some way.
This way would be very tricky to do. I would have to put a func_button that is triggered by dmg and unlock it right when the ship is retreating. If the players hit the button (which is where the ship will be at that moment) the ship will changed to the sinking track. Actually.. I think that will be easier. lol. Humm.. 45 deg yaw might be to much I don't want the cannon to be able to hit the orc ship when it's moored up to the galleon.