How hard would it be to...


HAWHAW
05-29-2006, 02:39 AM
Get the tank models from valve and enable turret rotation, muzzle elevation, and firing?

Say on open field maps like pillbox2, enemy tanks can be firing on positions according to flag capture status. So if allies have captured flags 1, 2, and 3 and are moving up towards 4, the tanks would be firing on position 5.

With the objective code in the next update, I think it would be cool to destroy tanks that are actually inflicting damage on positions that belong to our side instead of just sitting their as props waiting to be destroyed.

I didn't like being killed by random mortars in 1.3 but this could be nicely done in maps like pillbox where you can stay in the trenches if you don't want to get shelled. Thus, adding another choice one must make.

Hard? Impossible?

Rolk
05-29-2006, 02:47 AM
Hmm I would think that you'd need two different models, one for the chasis of the tank, and one for the turret, if it is possible...

Trp. Jed
05-29-2006, 03:36 AM
It's not that hard but I don't know if DoD:S code base includes the requisit func_tank code and needed "tweaks" to make them work in a multiplayer game.

I did made my static PAK40 model a user fireable weapon (much like the fixed turret guns in HL2) for Ham and Jam and the process of setting up the model wasn't that hard - there is however some behind the seens coding work that needs to be done in any mod to make it useful.

[rG]Horned King
05-29-2006, 06:26 AM
Some careful work with func_train's and parenting couold make it happen.

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