Making turrets
marianopicco
06-28-2003, 04:31 PM
Im working on a map, dod_boot, that is supposed to be basic training for new dod players.
Im stuck trying to make a dang turret surpression course. The objective is go uphill against two turrets and destroy them with grenades, simulating killing an MG.
I got the turrets working, they fire and move properly, and the uphill is almost complete. Whet couldnt do so far is killing the turrets. I placed a func breakable about the size of the turret (named turret1), bazooka or granade only. Target on break: a trigger_once (name trigger1) that is supposed to "kill target: turret1"
that doesnt work...
can anyone help out with this?
I've never done a turret before, but what i think, is that you make the gun itself actually breakable, not a box around it. That might blow the stuff up, but I dont think it will stop it from firing. For that it will require an entity as you have tried to do to target the firing mechanism and stuff. Hope this gives you some ideas, thats all i know.
marianopicco
06-28-2003, 05:34 PM
As far as I know you cant tie 2 entities to a single brush. So, i cant have a func_tank and a func_breakable in the same place. It cant be done that way, i think.
Argh, i thought you could, but when i tried it just turned it into a normal solid when i selected it any other way than the entity report. I'm not sure now, I've got an idea, but I haven't worked it out in my head yet so i cant explain.
But as a temp fix, maybe you could make an area when hit with a grenade, actiavates a teleporting brush, that teleports the tank to some other random closed off room, and teleports a broken non-working one. Lol, that sounds really stupid and dont think it would work because I dont beleive you can teleport non-player stuff, but I dont know(maybe you could just make some func_wall_toggles and stuff to make it dissapear and whatnot.
Mythic_Kruger
06-28-2003, 06:37 PM
Give the MG a name: mg1
Func_breakable, 'Target on break' : mg1
It works perfectly.
I added an example map because the func_tank is a very sensible entity.
In the following example map, the allied player has to destroy a tank from behind with a bazooka. That kills the bow MG.
I'm sure you'll know what to change to adapt it to your map ;)
Please let us know when your map is ready.
TheNomad
06-28-2003, 07:15 PM
wow, thx for that great tut map, i prefer example map then text tutorials. i could get the flag without blowing up the tank :D
marianopicco
06-28-2003, 07:55 PM
i did not quite underestand your map.
where is the func_tank?
what are all those renders and relays and stuff?
Mythic_Kruger
06-28-2003, 08:08 PM
Forget the env_state, trigger_relay and env_renders. They are used to show the models, normal & destroyed.
Forget the trigger_auto, it is used to activate the MG whenever it was killed last round (I guess your map has no round).
The func_tank is where the bow mg is. Probably near the ambient_generic. In the entity report click on 'Goto'. Or compile the map, you'll see where the mg is ;)
Look at the properties of the func_tank. Create your own func_tank (don't forget the origin brush), give it a name and this name is the 'Target on break' of the func_breakable. Is it clear?
Zyndrome
06-28-2003, 09:02 PM
I attached an image on how you can make the turret look crew-served. I just show how make the turret "die" when the crew is killed. The rest of the settings are up to you...
Eklund
06-28-2003, 09:26 PM
I think it was a major oversight to exclude health for the func_tank entity as it would open up alot of possibilities.
Glidias
06-29-2003, 07:32 AM
func_breakalbe has health! Use it!
Glidias
06-29-2003, 07:34 AM
In b3.1, the DoD monster entities work in LAN games.
Not sure about version 1.0. Try laoding up a multiplayer game. Maybe u need to add some needed server console commands in your map's cfg. 'cos recently i tried, they didn't show up on my LAN game :(
If u dun have the singleplayer models (axis_grunt.mdl, allied_barney.mdl, allied_barneyT.mdl, alied_barney0001.mdl, ...0002.mdl, etc.) i hav them. They seem pretty buggy though when u shoot them on the legs or hands.. When they die due to leg/hand shot, they stand straight up rather than fall down. I edited the models so that they appear falling (lag falling) when being shot with a leg/hand shot, and then finally this "lag" appearance no longer occurs and they remain on the ground dead. Another functional method (but ugly), is for me to make 'em die instantly without any "falling down" animation. Or i did was create a new dummy animation on the first animation sequence index.....
Maybe try first with yr default DoD v1.0 and hopefully it can work. I'm not sure if there are grunt models supported in the dodv1.0 package.
CptMuppet
06-29-2003, 08:55 AM
These models are... where Glidas?
Any Single Player dod maps made then?? I'm interested...
marianopicco
06-29-2003, 09:37 PM
thanks for the help guys, i made it work
yes, the map is basically single player, as its some sort of basing training (like the boot camp in moh:aa or other games).
however as it has spawn for both allies and axis, it can be used multiplayer. hehe, that who manages to make the obstacle course faster and reaches the shooting range first can kill the other one. How come i didnt think of that before?? :D
the first DOD racing map is coming :D
Glidias
06-29-2003, 10:56 PM
Try out the monster entities first. Compile and Run the map on the console with "map mapname".
Do you end up with missing models?? If yes, then go d/l them at:
http://home.domaindlx.com/glidcom/models.zip and extract them to your DoD folder.
note that i changed the axis_grunt.mdl slightly. Recompiled it with additional dummy filler animation that will be use when bug death occurs, and stored textures in external axis_gruntT.mdl file.
If you plan for pple or map cfg to use "singleplayer 1" console command on yr map, the player (with no guns or anything)will spawn directly on the origin of the map (0,0,0)....info_player_start won't work in latest version of DoD....so make sure you provide a room at that spot and teleport the player from that spot to the relavant spot on the map, prefably including some gun at the teleport destination!
Zyndrome
06-30-2003, 05:35 AM
The ultimate answer: Yes, the monster-entities do work in multiplayer.
Mythic_Kruger
06-30-2003, 09:05 AM
Even with mp_allowmonsters 1 ???
Podunkian
06-30-2003, 12:44 PM
Originally posted by Mythic_Kruger
Even with mp_allowmonsters 1 ???
DO work, guy :P
marianopicco
07-01-2003, 04:56 PM
i wont use the monsters though :P
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.