mortar

mortar

Re: mortar Posted by neo_drol on Thu May 13th 2004 at 5:44pm
neo_drol
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Posted 2004-05-13 5:44pm
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can create a mortar?? i have followed a tutorial @ VERC, i dont have the sprite showing up, and sometime the ambient wont start! please help
Re: mortar Posted by beer hunter on Thu May 13th 2004 at 6:05pm
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Posted 2004-05-13 6:05pm
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Ummm, which mod are you talking about ?
Re: mortar Posted by neo_drol on Thu May 13th 2004 at 6:42pm
neo_drol
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Posted 2004-05-13 6:42pm
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17 posts 2 snarkmarks Registered: May 6th 2004 Location: Holland-Almere
day of defeat
Re: mortar Posted by neo_drol on Thu May 13th 2004 at 7:02pm
neo_drol
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Posted 2004-05-13 7:02pm
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so many people are watching this topic, and nobody knows the anwser :grenade:
Re: mortar Posted by Orpheus on Thu May 13th 2004 at 7:19pm
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Posted 2004-05-13 7:19pm
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neo_drol said:
so many people are watching this topic, and nobody knows the anwser :grenade:
damned few know anything about DoD bud..

the answer, if known, will comeeventually :smile:
Re: mortar Posted by Tracer Bullet on Thu May 13th 2004 at 8:07pm
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Posted 2004-05-13 8:07pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I expect the moartars on DoD are just nice little MM setup. You place a model (the moartar) with an invisable button. this button targets an MM which in turn targets:

1. A fireing sound -no delay

2. A firing sprite -no dealy

3. an explosion in the area you want the moartar to "target" - 5 sec delay

THis is a very basic potential setup which would work in any HL mod. I don't know if DoD has some special entity to make this easy...
Re: mortar Posted by beer hunter on Sat May 15th 2004 at 7:20am
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281 posts
Posted 2004-05-15 7:20am
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
Sounds about right, for random explosions use a func_mortar_field - put a brush textured with aaatrigger where you want the mortar to fire at, make it into a func_mortar_field entity and in the Name field put in something like mortartarget.

In the func_buttons Target field put in mortartarget.

iirc theres a mortar model and mortar sounds you can use, they'll be buried in one of the DOD folders.
Re: mortar Posted by neo_drol on Sat May 15th 2004 at 2:46pm
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Posted 2004-05-15 2:46pm
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17 posts 2 snarkmarks Registered: May 6th 2004 Location: Holland-Almere
i know i know, but my problem is that the wont start together, and the sprite wont startt at all, is there an option i have to activat before using this 3-4 entities at once?
Re: mortar Posted by Leperous on Sat May 15th 2004 at 3:09pm
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Posted 2004-05-15 3:09pm
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Re: mortar Posted by Orpheus on Sat May 15th 2004 at 3:13pm
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Posted 2004-05-15 3:13pm
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beer tied his comment in with TB.. should both get credit, or neither?
Re: mortar Posted by Leperous on Sat May 15th 2004 at 3:38pm
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Posted 2004-05-15 3:38pm
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Well, no, because although Tracer was right about using a mortar model and effects (obvious) a mortar field is a better idea than using an env_explosion.
Re: mortar Posted by Orpheus on Sat May 15th 2004 at 3:47pm
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Posted 2004-05-15 3:47pm
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/me bows

i know not either answer, so just commented out of curiosity..

of course, the more accurate answer is best.
Re: mortar Posted by Gorbachev on Sat May 15th 2004 at 10:47pm
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Posted 2004-05-15 10:47pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Mortar field basically makes a random env_explosion within the range of the brush.

You'll need at least: (Orange is the entity, green is an important value you need to set, blue are the flags.)

env_model
[color=limegreen]modelname = models/mapmodels/hk_mortar.mdl
drop to floor

[/color]func_button
[color=yellow][color=limegreen]Render Mode = Rexture
FX Amount = 0

[/color]targetted object[/color] = mortar_01
[color=cyan]don't move

[/color]
func_mortar_field
Name = mortar_01

For effects you can add:

ambient_generic
[color=limegreen]Name = mortar_01
Path/filename.wav of WAV = sound/ambience/forestmortar.wav

[/color]Large Radius
Start Silent
Is NOT Looped


env_sprite
[color=limegreen]Name = mortar_01
Render Mode = Additive
FX Amount = 255
Framerate = 10.0
Sprite Name = sprites/mapsprites/forest_muzzleflash.spr
Scale = .5

Play Once

env_shake
[/color]Name = mortar_01

This setup creates a single mortar + field that isn't destroyable or anything, but does the job and has all the nifty effects. You can mess around with the amounts/values if you like, as this is only a base setting. It's Orph friendly too, no Multimanagers :biggrin:
Re: mortar Posted by Orpheus on Sat May 15th 2004 at 11:13pm
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Posted 2004-05-15 11:13pm
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Gorbachev said:
It's Orph friendly too, no Multimanagers :biggrin:
hums tune

"Love, is a many splendored thing"

blushes
Re: mortar Posted by beer hunter on Sun May 16th 2004 at 8:15am
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Posted 2004-05-16 8:15am
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Beer is right. See this DoD thread for more:
http://www.dayofdefeat.net/forums/showthread.php?threadid=7945&highlight=mortar
Ahhh tbh i've never used the mortar_field in DOD, i only checked the .FGD to make sure DOD supported it :smile: