is another somewhat easy entity to use. i'm sure if you've played
through quake2 then you've seen many examples of lasers and the
cool effects that id used with the lasers. The cool effects like
the moving spiraling lasers are a bit more difficult to implement
but i'll try to show you how.
First thing you need to do is decide where you want the laser
and what you want to use it for. The laser can either be triggered
or start on. If you want it to be turned on then you
need to give the target_laser a targetname
and make some kind of trigger to start the laser. If you want
the laser to start on the just set
the start_on spawnflag. The laser can either shoot
in a direction or shoot at a target. If you want the laser to
shoot in a direction other then anything horizontal or up and
down then your going to have to have it shoot at a target. This
target must be an info_notnull.
There are 5 colors you can choose from: red, green, blue,
yellow, and orange. Just set the spawnflag of the color
you want. You can also have larger lasers by setting the spawnflag
big. If you want the laser to take off more damage
then set the key value pair dmg n where n
is the amount of damage the laser takes off.
Moving lasers work just like the example above except the target_laser
must be targeted to a func_train. And of course the
func_train must be connected to multiple path_corners so it
will move. The laser will follow the func_train.
There are some very cool things you can use lasers for. You
can use them for doors, for traps, etc.
In this [example .map] I have made examples
of 4 kinds of uses of a target_laser. One as a door opened with
a button, another using info_notnulls to create diagonal lasers,
another with a func_timer to make a laser that blinks off and
on, and one using a func_train to make a moving laser. If you
have any other questions on a target_laser then please post
them on the discussion board.
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