Crew-server mortar.


(==Troy==) #1

I know about mortar shooter, which can be triggered by a player, but the other question is:

Can it be done so that the stationary mortar can be used by anyone, and give a Grid for angles of shooting, and a pin-point on the command map? So like crew-serverd mg42, but with normal functions of the mortar.

Also the controllable launch velocity of the round will be helpfull :).

Thank you in advance.


(Flippy) #2

I think you might be able to script something where a mortar can shoot on multiple locations, but you won’t be able to actually ‘steer’ it, and the number of locations will be limited by how many time you want to spend on it and how big your script file can be ^^

Because, a shooter_mortar just can’t be used to shoot at multiple locations, let aloen be controlled by a player.

But you could fake this, by having multiple shooter_mortars with multiple targets… and you can script something to determine which mortar should shoot.

But still, you would have to program in ALL possible targets…

So i would say, no this is not possible, not in the extent that you want it… :frowning:


(mazdaplz) #3

if you choose to go the complex way; you should be able to make 9 shooter panzers (or mortars but panzer is simpler) one very close to the other or in the same place i think will do ok; with their respective target each one and give the 9 panzers targetname from 1-9
then make 2 buttons one for shooting the entity and one for changing the entity that shoots, make sense?

so the first entity triggers a trgt_script_trigger that increases an accum or resets it depending on the value; and the second entity checks for the value and according to a scheme fires the appropiate panzer (mortar?)

i suggest you make a small map with just this on it and dont make 9 but 1 that works ok, then make the second button and clone it 9 times


(mazdaplz) #4

ok i made a crew served panzer prefab for you

play with the buttons
there’s a lil bug that the message gets repeated a couple of times, i dunno why but i bet it wont give any problems if you comment the message out.
sorry for the coarse scripting language, i always use it to keep my stress levels down :smiley:

edit: oh yea it only has 5 targets, but i bet you could make it work with more couldn’t ya? :wink:


(carnage) #5

i haven’t done mortars since rtcw and i don’t know how much has changed but here goes

its possible to set up multiple mortars each shooting on a different location and use some kind of map with func_user on it to change the locations and if you use a wide enough random angle your going to get the effect that the whole area is being shelled rather than just one mortar hitting the same place

you can make it so that it must be crew operated but only to the extent that someone would have to stand there and push a button to trigger it. also the user would not get any kills they mortars would count as world kills so u might find people get pretty board of it quickly. you could just have someone set the target location and have it fire off automatically

for my more advanced idea now but highly untested and its pretty much all theory. you could attach a target to a invisible non solid script mover then when the mortar fires it will aim for the location of the script mover and again by adding enough random variance you should get the effect that and area is being shelled

the difficulty with this would be moving the script mover in a way that did not follow a set spline path. you could try some crazy move to markers that are north, south, east and west of the mover or just position plenty of markers around the map and instantly mover the mover to one whenever its selected. this second method would probably be easier than trying to make a mortar per location and allow you to have more possible targets

it will be interesting to see how you fit this into the game flow of your map, i got the idea of having various radios though the map and using them to call a single mortar round in with pretty tight accuracy then use the radio to give more north, south etc and until the mortar is right on target then call a heavier strike to destroy a gate or something and allow progression though the map. you could repeat this several times at different combat locations and to focus the game flow you could do things like put the radio in a dangerous position so you need a team backing up the radio operator, you could even make it so the radio must be repaired and can be damaged and even have to be operated by a field ops so the whole team is involved


(mazdaplz) #6

funny thing; i have something like that in my map.
the panzer shots kindof never miss because they are alerted that an enemy is standing on certain position thanks to a trigger_multiple that triggers a script that triggers an accum. quite deadly :slight_smile:
i use it just to keep campers at bay tho.


(==Troy==) #7

Yes, I had such kind of ideas in my head, but Still I would really prefer normal usable mortar :oops: Not sure that this is a mapper question, rather than scripter one. So if there is another forum for such questions - could you please give me the link? :slight_smile:

And with the multiple triggers - yes, I tried that, but again, as was said above, people will not gain any kills, and also on non FF servers they will still be killing their guys.

Pretty sure, that if the way to change mg42 to other weapon will be found, it will add some spice to the maps :slight_smile: And all the models are ready, and scripting as well, just add “a button F” to them :smiley:


(mazdaplz) #8

no way to make such a thing on gtkradiant, i would recommend the ‘mod making’ forum, but i hope your good with visual c++

but there’s a way to guarantee that your teammates wont die; putting a trigger_multiple around the shooter target that locks the mortar if either an ally or axis is in it so it wont shoot


(macbeth) #9

please when u will create some new prefabs

can you upload them in our site:

http://www.enemyterritory-stuff.com/
http://www.enemyterritory-stuff.com/modules.php?mop=modload&name=Upload&file=index&op=upload
http://www.enemyterritory-stuff.com/modules.php?name=Prefabs

but can u add your pics prefabs and a readme (with your name and your site link)
thanks

marianne


(mazdaplz) #10

i feel so bad for putting that buggy prefab up, it’s just that i had worked in it for about 45 min… i’ll polish it a bit and post a proper crew served shooter
with more buttons too, and i’ll remove the profanities :lol: i’d say i suck at

i remember one of the greatest prefabs i ever saw was this prefab/tutorial on a light switch made by bigbadwolf to illustrate a method of C for making a switchable light

http://home.comcast.net/~bkaltec/light_tutorial.zip
or you can refer to my post on “making a light switch”
that’s a great adition to any resource site, but tell bigbadwolf! :stuck_out_tongue:


(carnage) #11

Not sure that this is a mapper question, rather than scripter one

scripting is a big part of mapping. programing however is a different area of development. but if you need to resort to using a programing you need to running a specific mod witch means that if you want this mortar in a custom map then you cant run any other mods ETpro, ETpub etc


(Flippy) #12

carnage, i like your idea but i highly doubt it’s possible.
I don’t think a target entity can be dynamic… i think it’s baked into the map file when you compile… although im not sure about this i would be very surprised if you can actually make dynamic target entities… :open_mouth:


(==Troy==) #13

So this can be done by the mod, Any chance of putting this “modification” within the map? I am not so afraid of scripting, but I would wanted the map to work on any mod. (same as et_admin works with jaymod etc, but I know, etadmin is different area than jaymod)

I guess the answer is “no” :slight_smile:

Thank you for your help!


(carnage) #14

i think in W:ET target entities are not_null entities. the difference between a null and not_null is that null is used only in the compile stage and not bought into the map (useful for things like spotlight directions since you can target the lights but don’t have it contributing to the runtime entities). a not_null is actual and active entity in the game and so if it moves whatever is targeting it should keep shooting at it regardless of where it is. so if you could attach this entity to a model tag like on a tank i don’t see why you could not have a dynamic target

i believe there is even something similar in the map Venice that allows the anti-tank gun to aim at the tank, but i haven’t seen the source for that map so it would be nice if the level designer is around to tell us how he archived it

So this can be done by the mod, Any chance of putting this “modification” within the map? I am not so afraid of scripting, but I would wanted the map to work on any mod. (same as et_admin works with jaymod etc, but I know, etadmin is different area than jaymod)

I guess the answer is “no” Smile

Thank you for your help!

basically you can run only 1 mod at a time, there might be obscure expectations like admin mods but something like this would need a fair few changes in the game code and so if it were possible to do it as a mod that would run along side other mods you would probably end up with having to make a very very complex mod to do a fairly simple task. and as a few suggestions have shown there are other alternatives that can be archived though level scripting

so the answer is “no” sorry


(==Troy==) #15

Well, no problem. I came here for answer, even if it is “no” :slight_smile:

I asked in the mod forum, and if the answer will be “yes it is possible” then I will just go and ask these mods to implement it :slight_smile: if they want.

The other question is — “Will you (mappers) want to use this feature in your maps? Flametrowers to defend bunker, crew-served mortars, which are more powerfull, set exaclty where you want, even simple crew-server mp40 :D”


(murka) #16

actually i had the idea of making a such command map controllable mortars or sth(look in half life 1). it all depends on the will power, and a 40 spot shooter is not very hard to make, takes time but not very much(thinking it through in the mind, i think i will make it). also u could have a table with 40 buttons( :open_mouth: ). activate those what u want to shoot with is even easyer (mmmh bitsets here). so its only about time.


(Flippy) #17

It’s not all about time murka :wink:
For one, i believe the size of your script file is limited. Having 40 targets will probably go well beyond the limit.

Also, I don’t think it will be much fun in a map to do this:

See a player running.
Loop untill you hit:
{
Look at mortar aiming table (40 buttons…)
Decide where player will be when mortar hits
Figure out which button that is.
Try. (and most probably miss)
}

:stuck_out_tongue:

@Carnage, so it IS possible? :expressionless: :open_mouth:
So why isn’t this used in hardly any maps?

Yeah Venice… the cannon does aim a bit, but I wouldnt be surprised it it just had like a few “aiming spots”, if the tank is in aiming spot 1, cannon 1 will be fired etc…
Also, i believe you can miss the tank? Not sure about this haven’t played it for some time (and im not a soldier much so… :stuck_out_tongue: )


(==Troy==) #18

Well, it is much neater to have normal mortar, rather than making awfull lot of triggers (yes I know, I am lazy, but I had enough triggering with UT maps) And as it was pointed- no kills will be accounted. :confused:

And also, do we have a shooter_flamer ?

Mod team answer:

====>>> http://www.splashdamage.com/forums/viewtopic.php?t=16370


(murka) #19

we have a props_flamethrower but it has problems with its hurt field


(Constra) #20

I dont think you can miss the tank in venice.