Crew-server mortar.


(broloi) #21

The tank in Venice is miss able. You can miss it, but the AT gun does mostly hit. :evil:


(carnage) #22

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

becasuse my flippy friend there are very few serious maps that use shooters and thoes that do rearly go as far as think kind of advanced scripting were theroising about now

the anti_tank gun in venice can miss only if the gun is destryed then rebuilt and fired before it has time to re aim itself at the tank. my gess at what is happening here is that there is two things traveling along the tank spline path

the tank that travels along and another entity traveling the spline path keeping up with the tank, so when the gun shoots its aiming at the tank. however if the anti tank gun is destroyed and the tank moves but the anti tank gun dos not keep tracking the target falls behind so when rebuilt the gun needs some time for the target to catch up to the tank

ill point out that i have not tested ataching targets to tank entites to see if this will work. my lack of experience at actuly implemeting this would make it too much of a pain but if someone who was more experienced with creating tanks and similar entites were to be interested in working with me im quite sure we could prove this ither way. so if there is anyone interested please give me a PM or e-mail


(murka) #23

ah i will test attaching a target to a tank, i have map what i am making with constra and i have a rocket launcher, good idea to make it actually aim at the tank xD


(Constra) #24

Sounds good :stuck_out_tongue:


(murka) #25

yeh, made a attachtotag to the tank and my panzer will always fire at the tank xD


(carnage) #26

yeah!!! :banana: :banana:

any chance you can rip out your tank and script and make a prefab map? i would love to play around with that


(murka) #27

just make a info_notnull, target it by ur panzer and give it a scriptname,
in the spawn section attachtotag to a part of the tank(see tank end where stuff is attachtotagged). u can do other stuff to the target too, like gotomarker or followspline etc


(TNR360) #28

Ok why would you want a mortar when playes can simply select it in limbo

If you dont want to script the target then why a mapped mortar?

I understand the crew screwed mgs though as you can put them in windows and such


(==Troy==) #29

Crew-served mortar is historically more powerfull, as you dont need to carry it and therefore it can be larger. Hence bigger range, splash damage and infinite ammo. All of these facts will attract players to use it, and because you control it you can make the angles to be the ones that you want, balancing the map.

And as I said, crew-served mortar is only an example.


(TNR360) #30

point taken :slight_smile:


(mazdaplz) #31

if you really do mean a bigger mortar, i think mortar is the name given to the weapon of that size, about one scale bigger and it has another name, i think this is similar to the “howitzer” but i think i heard lee ermey said another name, here’s a howitzer:


(mazdaplz) #32

hey man i tried to upload a prefab just now but i dont see it being added. also the only place to upload is a folder named maps but this is a prefab?

things with my map arent going so well after all it seems, i think i scared shaderman with my map file, lol. so im giving away the carrier i made for it. it’s based on an actual german carrier named the graf zeppelin

link to prefab:


(broloi) #33

Else use this site, we are trying to get a lot of prefabs.

http://www.etdoa.com/news.php


(macbeth) #34

just done sorry was very busy today
http://www.enemyterritory-stuff.com/modules.php?name=Prefabs


(Constra) #35

You can do it urself too :D:D


(ajdude) #36

save the prefab as a .map and import it into your other map…

SIMPLE… :evil: