#Hawk radar - Pastebin.com

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jolly perch
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I am not familiar with ScriptedUserAction but am more familiar with the ScriptedGameTriggerEntity. I got this from the CaptureAndHold game mod.
Whitin that game mode you have a capture area Entity. I used that as an example for my own capture area.
So the idea is that you have a sphere/box where the script gets triggered once an object enters it.
If you create a prefab component you can add this script to it.
https://pastebin.com/uKATxgSV

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You have to keep in mind that you will also need to introduce server/client side script logic if you want to use this in multiplayer mode. But that is perhaps a worry for later on ๐Ÿ™‚

jolly perch
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Here a screenshot to illustrate things a bit further.
In my prefab component I have my own TWE_CaptureArea entity script. and I added some customs properties AND I get by default the sphere and I can set the radius of the sphere.
If you look closer I also added my own TWE_SpawnPoint entity to the prefab.

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I think you are trying to build a missile defence system of sorts, with an integrated radar?
Well the action to shoot the missile is separate from the radar part. As in you first detect if there is an object in range with the radar and then the radar gives the command to some other script/entity to fire on the target.

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but all this can be combined into one prefab and then in your game/map you can than drag the prefab into the game.

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Hope this helps a bit more?

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If someone else thinks there is a different way of doing this please chime in ๐Ÿ™‚