Prefab workon version : Stationery Fire-able 88 Flak position


Glidias
06-24-2003, 11:40 PM
http://home.domaindlx.com/glidcom/88emp.zip

for a rough preview
http://home.domaindlx.com/glidcom/88animation.avi

Please someone work on it (eg. tweak anims, add some suitable muzzle flashes, etc. etc. to get it to work.) THen, that guy should re-release it.

It uses two seperate models, where the main firing-gun model can be adjusted at any Pitch/Roll value to suit whatever needs you want.

ender
06-25-2003, 12:54 AM
Doesn't the dod 88 mdl already have firing animations?

06-25-2003, 02:34 AM
I beleive so...

Mythic_Kruger
06-25-2003, 05:04 AM
the main firing-gun model can be adjusted at any Pitch/Roll value to suit whatever needs you want Thanks Glidias.
I'll add an empty shell when the gun is firing :D , and a shield.
The muzzleflash and all the stuff will be done by the mapper.

FuzzDad
06-25-2003, 07:53 AM
Yes...it does...you can call the animation, fire a sprite and an explosion sound with a shake...very convincing...I'm working right now on a way to "carry" a shell to the gun and have it fire 3 sec later...kinda like a repeatable objective (like carrying tnt to a target over and over again)...I want to add this to glider so the germans can "fire" their 88 into the allied zone.

PolyHead84
06-25-2003, 08:24 AM
I already did that in an old map of mine... I had the 88 aiming in the air and maybe 25 single 88 shells 2 to 3 meters away from the gun under a tent. an axis was abele to carry one single shell from the tent to the gun, the gun fires, a func mortarfield was activated and an empty shell comes out of the 88er....

this was in 3.1 so the 88er wasnt animated... with the animation it would look even more better...

i worked with 20 to 25 dod_objects, the same number of capture areas, an env_model, an env_shake, an env_shooter, an env_sprite, an multi_manager etc...

The single 88 shell and the empty ones were models by me, with the txture of HK. I never released taht thing in map...

later I added two Momentary_rot_buttons with 2 scales, one for every wheel. Actually similar to the thing in HL sp....
So a player was able to turn the wheels until two coordinates appear on the scale ( 30 /40 for example ) Fot that coordinates I made a Map_texture of the area were the mortarfield was above. And then carry one shell to the gun and fire it !

that was really fun...

Ive your interested I could up some screens and post it here

Kehldon
06-25-2003, 08:25 AM
Originally posted by Glidias
Please someone work on it (eg. tweak anims, add some suitable muzzle flashes, etc. etc. to get it to work.) THen, that guy should re-release it.

It uses two seperate models, where the main firing-gun model can be adjusted at any Pitch/Roll value to suit whatever needs you want.

I have something like that in my map dod_dayofdays.

The map will have its beta release very soon now... if I get the time I can se if I can extract it and clean it up enough for a release.

FuzzDad
06-25-2003, 08:47 AM
Originally posted by PolyHead84
i worked with 20 to 25 dod_objects, the same number of capture areas, an env_model, an env_shake, an env_shooter, an env_sprite, an multi_manager etc...

Thats a good way to do it...but the entity count is excessive and I couldn't use that method...I think I know what to do though...make the cannon a cap area...as soon as it's "capped" by delivering the shell and the firing anim stuff is done I think I can master it back to neutral or allies control and then the cap is active for the axis again...all I'd need then would be a few res-spawnable dod_objects (cannon shells)...tell you what...I'll work on it tonihgt and post a rmf as soon as I figure it out

06-25-2003, 08:58 AM
i was going to use that in my map as well.. germans had to go to an ammunition bunker to pick up shells and carry them through a zig-zag trench to the artillery piece in which it took 3 seconds to load and it would fire.
I was tryin to do that with the 88 for a bit..

-iNw-Andy
06-25-2003, 10:26 AM
Originally posted by FuzzDad
Thats a good way to do it...but the entity count is excessive and I couldn't use that method...I think I know what to do though...make the cannon a cap area...as soon as it's "capped" by delivering the shell and the firing anim stuff is done I think I can master it back to neutral or allies control and then the cap is active for the axis again...all I'd need then would be a few res-spawnable dod_objects (cannon shells)...tell you what...I'll work on it tonihgt and post a rmf as soon as I figure it out
I agree...that seems to be the way to go.

FuzzDad
06-26-2003, 08:08 AM
Ok...I can bring a shell to the cannon, the cannon fires/recoils/makes a big bang, shakes the earth, ejects the spent shell, and targets a mortar field and gives a point for each shot fired. Woot!!!

But...the bad news is I can't figure out how to award that point without including a second dod_control_point_master....and...

...since there are two dod_control_point_masters...one for the cannon scoring system and one for the regular map (I made the map a flag map to make sure this would work) the regular hud icons for the regular flag portion of the map fail to show on-screen. This is not acceptable and I have to think the software is confused over the two dod_control_point_masters. Maybe Andy or Tim or someone can figure out how to award that point to the cannon firer w/o having to add the dod_control_point_master. If you're not concerned with the award of the point that's easy to do.

I still need to add more ambients (like the shell loading...some dude yelling "fire!") and I'm making a shell and spent casing model and a on-screen shell icon (andy...mebbie you can do that) but here's a link to the bsp/rmf/map file as is now...test it first as axis...find the tnt...run over to the cannon breech and touch it...you'll see your tnt package icon disappear and a few seconds later the cannon will fire...I use a piat mortar shell as the expended shell casing.

Here's how it works...the tnt object is tied by group name to a cap area sitting on the gun breech...the cap area fires a nulled out dod_control_point flag with the same group name signifying an axis cap...the cap fires a multi-manager that sets up the animation sequence of the explosion sprite (gun blast), explosion sound (gun firing), ground shake (env_shake), barrel recoil (model animation), ejecting a shell (env_shooter) and then it fires a trigger relay...which changes the dod_control_point flag back to neutral...so you can run through the same procedure again and again until you run out of shells (dod_objects). It's very elegant except for the scoring and involves the lowest amount of entities that I could get away with...but the damn scoring and hud icon thing is over my head.

If anyone can putz w/this to get the scoring to work AND the regular flags to appear we'd have something

http://users.invasionworks.com/~fuzzdad/testshot.zip

-iNw-Andy
06-26-2003, 09:08 AM
Yep, it seems DoD doesn't like it when you have more than one objective group (dod_control_point_master) and doesn't display the objective icons properly. It's a shame as it would save a lot of entities in the case where you have set objectives for both sides to complete in order to win, regardless of how many objectives the other team has taken. I'll look into it and see if I can figure anything out. Sure, I can make a shell icon ;)

Cheeto
06-26-2003, 09:20 AM
Hey, here's a thought: what about a mannable 88. I don't mean where you can just fire it, but I mean set on top of a hill and let someone hop into it and blow the **** out of the Allies like the cannon on Hill. Was fun in MoH.

Mythic_Kruger
06-26-2003, 12:59 PM
Fuzzdad, here is a sound you may appreciate :D

-iNw-Andy
06-26-2003, 01:42 PM
FD...got your icon made...you know where to find me :)

FuzzDad
06-27-2003, 10:58 AM
We figured it out...I now use a dod_object goal and it works perfectly...I'm putting a few other things in this mini-map for mappers to look at and will release the rmf later today after a few models are built (a cannon shell and the expended cannon shell) as a example of how to use certain entities in ways not originally intended.

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