How to "fire" an 88mm cannon (test map)


FuzzDad
07-19-2003, 07:16 PM
Here's a test map i made to show how you can "fire" a 88mm cannon using a combination of entities that really are not designed to do so. Go in as axis, run over the boxes...those pipes or bunnies (not sure which models I used...I didn't have any shell models)...once you pickup a "shell"...run over and touch the breech of the cannon.

There's a bunch of junk going on to make this work and it's really nothing more than an exercise in putzing w/entities...I love making these test maps cause they compile fast and it teaches me how to do stuff...it's a pretty big file because I've included the map, the bsp, a wad, some sounds, etc.

You should be able to complete the "objective"...which is using all the "shells" to totally destroy the building to the front...that wins the round.

I use all sorts of counters and whacky things to make this work and you shouldn't try this at home without adult supervision and using this you do so at your own risk...

http://users.invasionworks.com/~fuzzdad/testshot2.zip

PS...thanks to -iNw- Andy for the cool icons


Next up....A V-1 buzzbomb that launches....

redfalcon
07-19-2003, 07:45 PM
pretty cool man. i love the fact that you put some effort into it. such as the shell that comes out of the back of the 88, and the opening gate.

btw you used pipes.

and i couldn't like win.

and explosive barrels rock.

07-19-2003, 08:05 PM
FD, you are g0d :D, dats a VERY COOL way to shoot 88s, be fun :D

Capt Winter
07-19-2003, 09:30 PM
Im still downloading it now and i already know i want to use this in my map, and i can't wait for ur v 1 rocket thats going be cool, you could basically nuke each other on maps lol that be funny lol.

Glidias
07-19-2003, 09:42 PM
LOL...V1 bomb that launches??

Whoohoo...like SCUDs!!!

But wouldn't that need some animations???

07-19-2003, 09:47 PM
Originally posted by Glidias
LOL...V1 bomb that launches??

Whoohoo...like SCUDs!!!

But wouldn't that need some animations???

if func_tracktrain worked perfectly, you can make it work :)

FuzzDad
07-20-2003, 12:21 AM
train works fine...that's all I have to say about that...lol

FuzzDad
07-20-2003, 12:37 AM
Originally posted by redfalcon
pretty cool man. i love the fact that you put some effort into it. such as the shell that comes out of the back of the 88, and the opening gate.

btw you used pipes.

and i couldn't like win.

and explosive barrels rock.

Yea...there is a env_shooter at the back plus two particle smoke generators for the cannon post-round-leaving smoke and the ejection of the shell. You can cheat-fire the 88mm by jumping up on the sandbag and jumping on top of the breech...you will not get stuck...that way you can run out to the front and see the effect.

You can also see how I used all those text messages to tell you what to do...pick up the Pshreck for an example.

Blowing up all the barrels in the house plus knock down a floor section will win the "round"...each barrel "breaks" a section of the wall when it explodes....plus there are two support columns in the building holding up a floor piece...break those two support columns...the floor will "fall" away and the flag will cap. I use a mess of breakables, rotating walls, all tied to counters to do that. The guard shack is a added bonus...something I'm putzing with for the next release of dod_flugplatz (other end of the pic...)

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0009.JPG

divisionazul
07-20-2003, 02:53 AM
Hey Fuzzdad this is great, can i use it?

I always wanted to get out those mortars and use real artillery, just like "When Trumpets Fade" :)

Nice

07-20-2003, 02:55 AM
wow very nice you! ;)

Ikujinonai
07-20-2003, 04:06 AM
That's pretty neat. I love all the barrels and things that shoot up. Will we see this in the future of Glider? :)

PolyHead84
07-20-2003, 06:04 AM
I made a full and an empty shell a while ago, perhabs they are useful to someone who wants to inculde such a gun in his map.

GJ FuzzDad !

here is the full shell :
http://www.8ung.at/polyhead/shell.mdl

and this is the empty one : http://www.8ung.at/polyhead/shell_empty.mdl

*RAR*
07-20-2003, 07:44 AM
For some reason the map doesn't show up in the list for me....Any help?

Mythic_Kruger
07-20-2003, 08:03 AM
You probably extracted the zip to a wrong place.

By the way, this .88 is very nice. With Polyhead84 models it is near perfection (particulary the env_shooter extracting the empty shell). The func_wall_toggle is a very good idea :)

Thanks to you all.

*RAR*
07-20-2003, 08:51 AM
I figured it out...I have to be running the game, and then change the map to testshot2....!YAY!

FuzzDad
07-20-2003, 10:00 AM
You guys can use any of this in any map you want...like I said...I like figuring out how to do stuff and this was the culmination of a running discussion I had with Waldo on how to make our mortars and cannons "fire" more realistically...I'd love to add this to glider but it's a ton of entities so I don;t think it'll go.

-iNw-Andy
07-20-2003, 10:03 AM
Now who would want to have a V-1 in his map? ;)

V for Vengeance!

07-20-2003, 10:18 AM
think you can try to do a moving tank with a working turret and mg34s? that would own :D

Eagle
07-20-2003, 10:19 AM
Fuzzdad, I have to hand it to you... I meen damn man, I would have never thought how to do that. And in that order... shaweet.

Thanks fuzz

-Eagle

Mythic_Kruger
07-20-2003, 10:43 AM
A few weeks ago I did the same thing, for mortars.
Selbstmord created the mortar round model.

azncoolteen, check Whoopy42's small maps pack ;) it will be released soon...

FuzzDad
07-20-2003, 11:36 AM
Originally posted by azncoolteen
think you can try to do a moving tank with a working turret and mg34s? that would own :D


The move_with command seems to be putzed in 1.0...in an earlier version of dod_glider (before final gold) I had a brush-based sherman tank where the model one is now...it was behind the wall and it moved out...came through the wall (was a cool sequence...the barrel poked a hole in the wall then the wall crashed down (rotating door)...it had both a main-gun turret and a mg gun...both tracked germans as they came down the tunnel...testing showed that players couldn't figure out why they were dying (I also had a mg on the german tank in the courtyard)...but...because move_with is troublesome it just kinda teleported from it's initial path to the final path...if I can find the test map i made for that I'll post it

Howitzer
07-20-2003, 02:01 PM
Even though im not a mapper it was still fun to fool around with the 88. I spent 20 minutes just bring shells to the breach and unloading on the house and it was amusing:D I was wondering is there any actual aiming involved or is it a random shell being launched?

Suggeston: Replace barrels with standard halflife crates then i think you would have teh winner.;)

Miasmatic
07-20-2003, 02:24 PM
Wow, sounds like an awesome idea for a mission...... maybe a truck carrying shells was stopped, but the shells are still intact and the Axis have to pick them up and bring them to the 88 position to destroy a location..... and although the Allies can't get to the 88 they have to defend the building somehow.

FuzzDad
07-20-2003, 03:07 PM
Originally posted by Am-ne-si-ac
Wow, sounds like an awesome idea for a mission...... maybe a truck carrying shells was stopped, but the shells are still intact and the Axis have to pick them up and bring them to the 88 position to destroy a location..... and although the Allies can't get to the 88 they have to defend the building somehow.


Actually...that's a really interesting mission and a cool way to do something different...it gives me ideas....


As to the hl boxes...lord no...they're OK but ya gotta love those bouncing barrels...and no...there's no aiming involved (that's something we're talking about though for the future)...it's just a big mortar field over the house...the "rounds" are a random strike in the area underneath the mortar field...if you make the field small enough you could hit what you wanted to hit every time...but that's not what i did here...you can usually destroy all the walls/floor with the cannon rounds available.

Eagle
07-20-2003, 03:17 PM
what you could do i smake the axis really blow at aiming and hitting locations... soo... the axis have to resort to ground attack... and only after the axis cap a flag or two can they finally start to actually hit the building... Like the flag can only be capped by axis and they are "scouts" to help the axis aim the cannon... so after the axis cap a few flags the axis cannon can finally do some damage and win the map... so its all go or no go for both of the teams... so those two flags are needed so bad... and I meen bad...

-Eagle

07-20-2003, 08:16 PM
maybe, on the side of the 88, we can use x,y controllerys to actually aim at the target and fire for effect? :p

Sly Assassin
07-20-2003, 09:09 PM
Heres my idea on a map with a fireable 88 in it,

Axis must use the 88 to destroy an allied command bunker or house or something like that ;) In order for the axis to bomb the **** out of the command centre they must capture one or two flags around the command centre that will give the 88's 'spotters' the chance to zero in the 88 and rain death upon it.
The axis objective is to bomb the command centre out of existance.

The allied objective would be to hold the area for however long say 8-10 mins and not let the axis capture the flags and so on.

Something different for a map anyway ;)

logical
07-20-2003, 09:29 PM
ok everytime i go to use this map it says could not execucte map cfg.... what do i do to get this to work?

logical
07-20-2003, 10:41 PM
ok can someone atleast tell me this, where does the testshot2.map file go?

Sly Assassin
07-21-2003, 01:07 AM
Originally posted by logical
ok can someone atleast tell me this, where does the testshot2.map file go?

the .map is for use in hammer, NOT DOD! the .map needs to be compiled to use in DOD, but theres a .bsp already with in the .zip file, install that and the map .cfg into your maps folder with in DOD and it should work.

gabagoo
07-21-2003, 08:25 AM
i extracted everything to the right folders but the map doesnt show up in the list :s

logical
07-21-2003, 08:36 AM
yeah same here

PolyHead84
07-21-2003, 10:31 AM
thats normal, you need to load the map via console.
tip "map testshot2" in console and press return, works also in "singleplayer"

gabagoo
07-21-2003, 11:16 AM
thanx ployhead:)

testshot2 is teh greatest map evar!:D

PolyHead84
07-21-2003, 03:21 PM
no problem ^^

fAn
07-22-2003, 03:24 AM
great work, respect :) really cool to see such stuff at DoD

*RAR*
07-22-2003, 07:22 PM
If you time it right, you can blow yourself up...:D

07-23-2003, 12:52 AM
FuzzDad, I noticed about half the textures are not in the wad with the map. Are those not public and thus not part of it? If so I'm kinda sad since I really love the guard booth and was going to have to make my own until I saw this texture. Maybe I missed the credits, but can you point me the right direction to ask for permission? Thanks. BTW, nice map. Very cool idea...I may use something like this soon like I imagine a bunch of other guys might.

Monk

Cpl.1nsane
07-23-2003, 04:00 AM
Hehehehe its fun blowing the building up thanks alot

Glidias
07-23-2003, 05:05 AM
Originally posted by FuzzDad
The move_with command seems to be putzed in 1.0...in an earlier version of dod_glider (before final gold) I had a brush-based sherman tank where the model one is now...it was behind the wall and it moved out...came through the wall (was a cool sequence...the barrel poked a hole in the wall then the wall crashed down (rotating door)...it had both a main-gun turret and a mg gun...both tracked germans as they came down the tunnel...testing showed that players couldn't figure out why they were dying (I also had a mg on the german tank in the courtyard)...but...because move_with is troublesome it just kinda teleported from it's initial path to the final path...if I can find the test map i made for that I'll post it

But it would be useless anyway unless they fix the movewith code for v1.1. Right now in v1.0 it's teleporting like you said.

FuzzDad
07-23-2003, 06:10 AM
Originally posted by Monk
FuzzDad, I noticed about half the textures are not in the wad with the map. Are those not public and thus not part of it? If so I'm kinda sad since I really love the guard booth and was going to have to make my own until I saw this texture. Maybe I missed the credits, but can you point me the right direction to ask for permission? Thanks. BTW, nice map. Very cool idea...I may use something like this soon like I imagine a bunch of other guys might.

Monk


I had a special guard shack texture made that will be released soon...but try the chemille wad (narby?)...It's in there I think

07-23-2003, 02:12 PM
Ah, very cool. Thanks! I can make textures but it takes me a zillion times longer than others since I'm not real practiced at it. So what's the new release? =)

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