Little Fascination

I realized something… we have not obtained moving sentries but does that stop us from having Moving Fake Sentries?
Using barriers and or text and or props?
truly think about it. if we could make this and figure out the little kinks here and there could we in possibility make a “Moving Sentry”
Yeh it would be a pain to keep your mind sorted to each and every movement but it’s smth

Wouldn’t it move the same way as the sentries do now (the multiple ones in a row) but wouldn’t be able to sh00t back?

Ars3nic was it this one:

That’s why I said we would figure out the kinks later
I feel like I know some way for it

1 Like

This reminds me of a topic saying we could make sentries using pseudo health and projectiles… I’ll see if I can find the post.

It’s more of a discussion post than a guide:

But here’s a related research topic.

3 Likes

Looking through the one @Aguero10 reminds me of the concern that do we got a special way for when were moving the “Sentry” we cannot copy the same health from the past “Sentry” Do we got any methods of hit detectors that would therefore make a psuedo property that is stored to remember the health?

The guide on the tracking sentry is fascinating but mostly I think we should start small with maybe a simple preset animation path it follows since its already tedious enough if we were doing crazy advanced movement and that’s a lot of channeling and wiring to do

It’s possible we could use some form of projectile detection, then change a property, then when “generating” the next sentry we could set its health to the property’s value and slowly decrease it from there.

I’m not a technical person but I seem to remember blackfox666 talking about using trigonometry for hit detection.

3 Likes

You would have to use props, which is another problem,
They can’t respawn
You can’t exactly track how much damage is done
For example, you want the props to be one hit, otherwise they might have to be deactivated before they are destroyed, even though you might’ve damaged them. Which then means you can only track hits not damage.

That’s what the health would be: hits stored in a property

the thing we need is the proper detection of the projectile hitting our “Sentry”

2 Likes

Here’s blackfox’s guide for pseudo projectiles and if I recall correctly there’s a bit of a discussion underneath it concerning some trig

You can’t set the health of a sentry to a variable. The only way that would work is by putting like 10 sentries with different health values on the same spot and activating the right one. Which then you might as well just not bother changing the health and only track the pseudo health.

the thing we need is the proper detection of the projectile hitting our “Sentry”

Were not worrying about those built in health stuff
were focusing yet again on

You could use pseudo projectiles but you would have to fire them in a different way, like moving in the direction you want to fire. And you can’t even see them.

1 Like

that is one option but preferably wouldn’t we want real projectiles?

Yes, so props is probably the most realistic option.

1 Like

So all we gotta figure out is the detection of the projectile

Set prop health to one, you can detect when the prop is hit. You don’t want a higher health because if it moves it will reset damage done to it.

And so is there a option in wires or channels when prop destroyed?

Yes, there is, but you can’t respawn it