how to make tanks explode


marianopicco
06-25-2003, 10:47 AM
I need a link to anywhere that teaches how to make a tank explode when shot with a bazooka.
Or must i place the env_model and just shoot it?

06-25-2003, 02:11 PM
I'm not sure if it's the right way to do it or not but I have one that uses a func_breakable, 2 env_models and 4 env_renders. I can send it to you if you want.

Kehldon
06-25-2003, 02:35 PM
You might want to check out this thread....http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=6350

06-25-2003, 02:47 PM
If the tank is an objeective There is an entity saving way to do it.

place a flag, change the model shown when allies/axis control to the intact and destroyed tank models, use a func_breakble to clip the tank. use the "on break target" and target the flag. The flag will change hands and become destroyed. granted you will loose the cliping hull but that can easily be fixed.

marianopicco
06-25-2003, 04:37 PM
Hum... i needed a way that both teams could destroy it.
It can begin neutral as a good tank and become a destroyed tank when either team shoots it?

06-25-2003, 05:27 PM
yes you just set the destroyed tank model for both axis and allies and just set the intact one to the neutral owner.

-iNw-Andy
06-25-2003, 06:55 PM
Yeah, I use the dod_control_point method. If the tank isn't a primary objective, I set the group to another group specifically for non-objective items, a group that does nothing when captured (in other words its dod_control_point_master doesn't target anything). Saves entities in the long run - you don't need to mess with renders and all you need to change the model is to target dod_point_relays to explicitly set the team for which the point has been captured.

FuzzDad
06-26-2003, 07:46 AM
You can also use a wall toggle to clip out the destroyed tank...have it named the same name as the thing targeted by the breakable...position it over where the busted tank will end up...make it off on start Normal-Additive-0. When the round starts the wall_toggle will be "off". When the breakable breaks the targeted wall_toggle will become active and act as your destroyed tank clip. Use the metal texture.

marianopicco
06-26-2003, 10:36 AM
Ok im doing something wrong here.
What i did was create a point entity (dod_control_point) and named it flag3. The model for neutral control is /models/mapmodels/sherman.mdl , submodel 0. the model for both axis and allied controlled is the same, but submodel 1, the destroyed skin.
I placed it where i wanted it, then i placed a func_button about the shape of the sherman, to make it solid. then i placed a func_breakable with the same shape as the func_button, in the same place, and targeting flag3 on break. Flag bazooka only tagged.
Now, when i run the map, i shoot the breakable and it breaks, but the skin on the tank still the same, the flag doesnt change sides.
if i delete the func_button and run the map again, i go to the control point and cap the flag, the tank is destroyed.

Using the other method, the renders etc, i got it almost working, the only prob is that both the good and destroyed tanks start rendered. when i shoot the tank the good tank is no longer rendered leaving the destroyed all alone. BUT its not nice to see both models rendered at the same time...

HELPPPPP :confused: :confused: :confused:

CptMuppet
06-26-2003, 11:48 AM
Can somebody make a tutorial map?

I find entities really difficult to understand too.

06-26-2003, 12:21 PM
I think with having the tank neutral and eithier team capping your going to have a problem with figuring out which team shot the tank.

heres how to work the env_render set up.
--------------------------------------------------------------------
-env_model
name: Tank_intact
rendermode: Normal
FX ammount: 0
Model name: ....tank.mdl
body: 0

-env_model
name: Tank_destroyed
rendermode: Addative
FX ammount: 0
Model name: ....tank.mdl
body: 1

-func_breakable (clips the tank)
Target on break: Tank_change
Material type: Metal
Explode Magnitude: [Any number you feel like]
Flags: Bazzoka only

-env_render
name: Tank_change
Target: Tank_Intact
Render mode: Addative
FX ammount: 0

-env_render
name: Tank_change
Target: Tank_destroyed
Render mode: Normal
FX ammount: 0

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