DoD Mortars

DoD Mortars

Re: DoD Mortars Posted by Spazz on Tue Nov 11th 2003 at 3:38am
Spazz
54 posts
Posted 2003-11-11 3:38am
Spazz
member
54 posts 45 snarkmarks Registered: Aug 31st 2003 Occupation: full time student Location: north carolina
Anyone able to tell me how i can make a mortar like the ones in dod_forest?
Re: DoD Mortars Posted by KoRnFlakes on Tue Nov 11th 2003 at 10:02am
KoRnFlakes
1125 posts
Posted 2003-11-11 10:02am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
probably a model - button - sound & explosion somewhere in the map delayed etc.
Re: DoD Mortars Posted by 2dmin on Tue Nov 11th 2003 at 10:13am
2dmin
352 posts
Posted 2003-11-11 10:13am
2dmin
member
352 posts 75 snarkmarks Registered: May 17th 2003 Occupation: Progamer Location: Canberra, Australia
yeh korn is right, it's just like those buttons in hl single player ... you press it and something goes boom.

an env_model sitting there, a button with a delay of about 20 seconds, plays the big sound of the bomb falling almost everywhere in the map, and then explosion in a good place :biggrin:
Re: DoD Mortars Posted by Gorbachev on Wed Nov 12th 2003 at 2:18am
Gorbachev
1569 posts
Posted 2003-11-12 2:18am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
DoD has the func_motarfield entity that you can trigger and an explosion will randomly occur within the boundaries of the brush based entity. And for a DoD map a delay of 20 seconds on a mortar is way too much, try like 3-5 seconds or so.
Re: DoD Mortars Posted by Mr.Ben on Thu Nov 13th 2003 at 4:19pm
Mr.Ben
208 posts
Posted 2003-11-13 4:19pm
Mr.Ben
member
208 posts 560 snarkmarks Registered: Aug 29th 2003