help with entities ;) plane flyover ;)


travis
11-11-2004, 11:28 PM
hey guys, ive never done anything like this b4 so i wondered if someone might be able to help me out with it, essentially i want to have a plane flyover and bomb a certain area and the bomb do damage to players of course ;) i want to of these in my map at different times, 20 seconds or so difference, so if you can help me with the required entities id appreciate it :>

Gorbachev
11-13-2004, 02:24 PM
Basically there's a flyby model for a plane, I can't recall the name of it...but I'm pretty sure it's still there. You'd have a multimanager triggered by a timer that triggers the flyby model to go, and then around the time it flies by your location you target a mortarfield and create an explosion randomly in the brush that makes up the mortarfield.

Mythic_Kruger
11-13-2004, 02:32 PM
Yep. You can also remove the mortarfield, use a few env_shooter, env_explosion and env_shake. Triggered by a multi_manager, itself randomly triggered by a multi_manager. You'd need a bomb model.
As you can see it's very flexible.
It has been done in several maps. You certainly remember dod_campagne.

travis
11-13-2004, 09:08 PM
yeah and official maps like merderet and saints i believe,

thanks for the help guys

Sly Assassin
11-13-2004, 09:45 PM
Heres the plane flyover seq I use in dod_base, I use a bunch of env_explosions to simulte cannon fire, and a bomb dropping, plus one multi manager, ambient generic and an env render along with the p52 model

Works pretty well all you have to do is trigger the multimanager and way it goes :)

Gorbachev
11-16-2004, 10:15 PM
I personally wouldn't use explosions as that would be a set location and thus players would generally steer clear from that location...it makes more sense to mortarfield so it's random enough in an area the player has no choice...just up the dmg/radius to whatever makes the most sense. It also makes more sense for the planes since they wouldn't be 100% accurate.

Sly Assassin
11-16-2004, 11:39 PM
Originally posted by Gorbachev
I personally wouldn't use explosions as that would be a set location and thus players would generally steer clear from that location...it makes more sense to mortarfield so it's random enough in an area the player has no choice...just up the dmg/radius to whatever makes the most sense. It also makes more sense for the planes since they wouldn't be 100% accurate.

I've made the env_explosions big enough so that you'll take alot of damage no matter where you are on that stretch of road they attack. So for dod_base it works fine but for other peoples map the func_mortarfield would work better.

Gorbachev
11-17-2004, 12:15 AM
Go easy though...what may make sense in your mind may be really frustrating for other players. For example...if I encounter a map where I am killed for entering their spawn, but there's no warning and I haven't had the time to learn the map yet I tend to just exit the game. It's frustrating to die or lose because of something that is either excessive or unannounced/expected.

Sly Assassin
11-18-2004, 12:11 AM
Originally posted by Gorbachev
Go easy though...what may make sense in your mind may be really frustrating for other players. For example...if I encounter a map where I am killed for entering their spawn, but there's no warning and I haven't had the time to learn the map yet I tend to just exit the game. It's frustrating to die or lose because of something that is either excessive or unannounced/expected.

I'm just seeing how to goes for now may change things later on for base but I'll see :)

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