Automated MG Development Thread


JossiRossi
08-31-2006, 06:30 PM
This is a thread for something mentioned in this (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=68020) thread earlier. Basically the goal is to make a mounted MG that is not player controlled. Any help with this would be appreciated as I don't consider this "MY" work. Once it's done and made it'll be available to anyone that wants to use it. So to that end, I'd like for this to be something that is actually worth using. My current version works, but it's not really pretty, and at the moment stationary.

Here's a copy/paste of stuff I wrote a little while ago.

I have a player model set to prop_dynamic and set him up behind a prom_dynamic MG. So I actually have a guy holding the MG. I like how that came out. I've been unable to get env_sprite to work I'm not sure why, it's bugging me a bit. So in lieu of that, I have a small radius light as a muzzle flash as well as a env_dustpuff set up at the MG's muzzle. As an additional touch I have the MG parented to a train who goes back and forth to simulate some kind of recoil while firing.

I added sound and that seems to work fine, as well as the trigger_hurt. The turning stuff I imagine will be the most difficult but I'm happy so far. The MG is a little inanimate which is dispointing but maybe I can change that by activating an animation of the prop_dynamics.

My next goal is to animate the MG'er a little and keep it from looking so static.

ultranew_b
08-31-2006, 07:03 PM
Cool idea ! Better than invisible team wall barriers for sure !

:)

JossiRossi
08-31-2006, 07:18 PM
I can show off the first rough work I have. Like said above, it's not pretty but it works. Not sure where I should host the map files though. If anyone has good ideas I'm definitly open to suggestions.

ultranew_b
08-31-2006, 07:25 PM
http://rapidshare.de/ (300Mb)

http://www.megaupload.com/ (250Mb)


Free Hosting and you can delete anytime.


:)

JossiRossi
08-31-2006, 08:35 PM
Oh neat, I think I can actually just attach it to the forum. It's very small filesize so that's good. Included are the mapfiles and a .bsp. Nothing fancy, just 2 rooms connected by a MG guarded hallway. To test the MG in action you have to go Allied, there's a filter on so that Axis can go through it fine, but Allies get shot down.

yello_snow
08-31-2006, 11:08 PM
maybe we can have some more mg's in charlie bunkers, probably not as effective as a real player, but would just add to the immersion.

Ca-Chicken-Soup
09-01-2006, 09:04 PM
I bet you could use garry's mod to line up the hands to the mg and make it look all propper. It's going to be hard to animate it and what-not.

Someth|ngW|cked
09-01-2006, 11:50 PM
I actually have some automated MGs in my upcomming beach map which do not have mg models attached (should be easy to do do though) but they do lay down random MG fire on the out of bounds parts of the beach, they fire at specified moving target entities but will kfire on the player if the player crosses the map bounds on the beach

Ca-Chicken-Soup
09-03-2006, 04:27 PM
Originally posted by Someth|ngW|cked
I actually have some automated MGs in my upcomming beach map which do not have mg models attached (should be easy to do do though) but they do lay down random MG fire on the out of bounds parts of the beach, they fire at specified moving target entities but will kfire on the player if the player crosses the map bounds on the beach

Woah too cool.

Mind sending a small map file of the entities involved?

Someth|ngW|cked
09-04-2006, 03:28 PM
I will release a tutorial for it in the next few days

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