Author Topic: How to Make a Brick Turret that doesn't fire at select BLID's  (Read 820 times)

How would I event this?
« Last Edit: July 22, 2014, 02:44:27 PM by Cheetah »

I think this goes in Help

Definitely not the right section, you should probably put this in Suggestions and Requests.
Anyways, you could package SomeProjectile::onCollisionand if it hits a certain BL_ID, make it not explode.

Anyways, you could package SomeProjectile::onCollisionand if it hits a certain BL_ID, make it not explode.

or make it not fire at select BL_IDs


At one point in time there were turret events and I'm almost certain they had BL_ID filtering. That was a LONG time ago though, probably no way to get them.


At one point in time there were turret events and I'm almost certain they had BL_ID filtering. That was a LONG time ago though, probably no way to get them.
It was possible with VCE and BotEvents. Just spawn a bot/turret bot, give it a weapon, make it look at players that are not whitelisted, and make them fire. Just a simple BL_ID check and bot event magic. Problem is, bot events are CRC'd, but iirc someone made a semi-fixed port.

It was possible with VCE and BotEvents. Just spawn a bot/turret bot, give it a weapon, make it look at players that are not whitelisted, and make them fire. Just a simple BL_ID check and bot event magic. Problem is, bot events are CRC'd, but iirc someone made a semi-fixed port.
Just use the default bots, man. It's not that hard or that different. Maybe throw a vce check in there, i dunno.