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func_tracktrain has a option to face the player - but do you need an entity that looks
a) same direction like the player
b) towards the player
https://developer.valvesoftware.com/wiki/L4D2_Vscript_Examples#Making_an_entity_orient_itself_toward_a_player
I also don't have any experience with scripts or how to package them with maps, so I'd prefer an entity oriented approach (I appreciate the answer, though, and will probably use it if push comes to shove).
Not sure but maybe point_anglesensor would work
2. Make the brush entity to a func_tank (name this entity)
2. Make an npc_enemyfinder (name this entity)
3. Make an ai_relationship (optional to name)
1. ai_relationship
1. "subject(s)" = Name of your npc_enemyfinder
2. "Target(s)" = player
3. "Disposition" = Fear
4. "Start Active" = Yes
2. npc_enemyfinder
Keys:
1. "FieldOfView" = -1 (optional if you want the object to see you in every direction)
Outputs:
Output Target Input
OnFoundEnemy The name of your func_tank SetTargetEntity
OnLostEnemy The name of your func_tank ClearTargetEntity
OnLostEnemyLOS The name of your func_tank ClearTargetEntity
3. func_tank
1. Rate of Fire = 0
2. "Yaw rate" = "Speed of Left/Right rotation"
3. "Pitch rate" = "Speed of Up/Down rotation"
4. "Yaw range" = "How far this entity should rotate from left to right" (180 means it can rotate all around)
5. "Pitch range" = "How far this entity should rotate from up to down" (180 means it can rotate all around)
Flags
Active (Checked)
Non-Solid (Optional)
4. Parent the entities you want to func_tank and you should have rotating objects.
EDIT: If you want your entity to always face the player no matter if it is visible or not, let me know. You can always friend me for hammer editor help, I also just noticed you were the creator of the map "Weaponry in Portal 2", good map by the way :).