GeneralTrivium wrote:Hello folks. This can either be very simple or rather complex, but i'll try my luck here.
How do you make it so that a trigger_look can timeout by the player looking AWAY from the target?
If I properly understand what you want then I would have:
Every second a logic_timer would add 1 to a math_counter.
With LookTime set to 0.001 in the trigger_look, the OnTrigger would set the math_counter to 0 as soon as the player looks at it. Thus restarting it and keeping it to 0(or close) as long at the activator is looking at the target.
The math_counter's max number is the amount of seconds, so use the math_counter's OnMax output to trigger what ever.
Timer[OnTimer] > [Add]Math_counter
Trigger_Look[OnTrigger] > [SetValue]Math_counter
Math_counter[OnMax] > (what you want to happen after the activator stopped looking at the target for the specified amount of time)
Gambini wrote:Here´s something I don´t seem to find by my own: How do i do to put the gloves animation used in hl2 after dressing back up the HEV suit?
As long as the player has no other weapons or items, once the suit is obtained the v_hands model will appear and play the "admire" animation.
FunFact: The v_hands model uses the standard "Valve biped" rig, so you could add $includemodel "weapons/v_hands.mdl" to an NPC's QC file and that NPC could then stand there and "admire" his hands.