Re: mortar
Posted by neo_drol on
Thu May 13th 2004 at 5:44pm
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Location: Holland-Almere
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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Ummm, which mod are you talking about ?
Re: mortar
Posted by Tracer Bullet on
Thu May 13th 2004 at 8:07pm
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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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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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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 Orpheus on
Sat May 15th 2004 at 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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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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/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
Posted
2004-05-15 10:47pm
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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: