ET -Shooter (Mortar)


(Flippy) #21

hm wait you’re right, I didn’t mean target_location… although im pretty sure there was some target_… entity that could be used for this :S
target_position maybe? Can’t find it anymore :S
My god I should stop posting here I didn’t map in ages, I’m halucinating :stuck_out_tongue:


(Aris Larkin) #22

Yeah, nothing worked. Wait = 60
Random = 15
(func_timer targeted to shooter_mortar targeted to info_notnull)


(DeatH) #23

Anybody got an example map for multiple shooter_mortars? I’m making a WW1 style trench map.


(reaply) #24

cough


(TomTom7777) #25

Try doing it first as 2.60 compatible map script changes
example to TNR360’s bloody_omaha_b2.script put these changes in to add 4 mortars to add a sense of an ongoing battle.


//Script file By TNR360
//
//Changes: TomTom June 15, 2008
//		added shooter mortars for ambiance in FritzBot etc...

game_manager
{

	spawn
	{
// BEGIN FritzBot stuff
		//add some explosions to the beach
		//Aim points
		create
		{
			"scriptName" "mortarme1"
			classname "info_notnull"
			targetname "mortarme1"
			origin "446 -7528 -290"
		}
		create
		{
			"scriptName" "mortarme2"
			classname "info_notnull"
			targetname "mortarme2"
			origin "-2700 -7350 -290"
		}
		create
		{
			"scriptName" "mortarme3"
			classname "info_notnull"
			targetname "mortarme3"
			origin "0 -9782 -294"

		}
		//probably could reduce number of timers BWTH it is just demo
		create
		{
			classname "func_timer"
			random "1"
			wait "2"
			spawnflags "1"	
			targetname "tomtest_1"
			target "tomtest2"
			scriptName "tomtest_1"
		}
		create
		{
			classname "func_timer"
			random "1"
			wait "2"
			spawnflags "1"	
			targetname "tomtest_2"
			target "tomtest2b"
			scriptName "tomtest_2"
		}
		create
		{
			classname "func_timer"
			random "1"
			wait "2"
			spawnflags "1"	
			targetname "tomtest_3"
			target "tomtest3"
			scriptName "tomtest_3"
		}
		create
		{
			classname "func_timer"
			random "1"
			wait "2"
			spawnflags "1"	
			targetname "tomtest_4"
			target "tomtest4"
			scriptName "tomtest_4"
		}
		//Add 2 mortars to range along between the landing craft and the beach
		create
		{
			classname "shooter_mortar"
			scriptName "tomtest2"
			random "35.0"
			origin "2742 -7526 -457"
			spawnflags "1"	 //leave in smoke puffs for debug
			targetname "tomtest2"
			target "mortarme1"
		}
		create
		{
			classname "shooter_mortar"
			scriptName "tomtest2b"
			random "45.0"
			origin "-4950 -7426 -457"
			spawnflags "1"	
			targetname "tomtest2b"
			target "mortarme2"
		}
		//now add 2 mortars along the alignments of the 88's 
		//(could turn them off later when their 88 is destroyed)
		create
		{
			scriptName "tomtest3"
			classname "shooter_mortar"
			random "60.0"
			origin "625 -13565 97"
			spawnflags "1"	
			targetname "tomtest3"
			target "mortarme3"
		}

		create
		{
			scriptName "tomtest4"
			classname "shooter_mortar"
			random "60.0"
			origin "-1625 -13565 97"
			spawnflags "1"	
			targetname "tomtest4"
			target "mortarme3"
		}
// END FRITZBOT Ambiance stuff

//then the rest of the original map script ...



(unf4z3d) #26

/thread

Thank you very much.

If anyone revives this thread before another year has passed I will personally kick them in the nuts :smiley:


(crapshoot) #27

the ‘create’ command isn’t in vanilla 2.60. while some of the etpro script commands were included, that one was not. probably doesn’t matter as fritzbot, jaymod, nq, and etpub support it, but i thought it was worth mentioning (even if i’m a year early).


(Darkix) #28

I downloaded bloody_omaha_b2.pk3, opened it up, read the script, there’s no mortar information. Played it, no mortars. Can you upload the .pk3 you have so I can decompile and take a look at it? I’d like to implement some automatic mortars in my map.

Oh yeah and bump.


(mortis) #29

No need to use the create command in your own map; just place those entities and use normal script blocks. That etpro script is just a hack-in way of doing the same thing that the regular entities could have done if they were baked into the map.


(Darkix) #30

So if you don’t use the create command, how do you do it with randomness?


(-SSF-Sage) #31

For example random accum or random wait.


(Darkix) #32

So you do:

Trigger_Always > Target_Delay (Wait: # / Random: #) > Shooter_Mortar > Info_Notnull

?


(dwe_flame) #33

was that from all the dust that came out of this post ? (topic start date: 19th Jul 2003, 13:54 )


(Darkix) #34

Probably. Old topic with good information.


(BackSnip3) #35

This topic should be sticky,it’s a piece of history :smiley:


(dwe_flame) #36

xD\go to the last page and bring back to life even older posts ? :tongue:


(Darkix) #37

Well I must have something wrong.

[]->[]->[]--------->[]

Trigger_Always (Target: Mortar1)
->
Target_Delay (Targetname: Mortar1 / Wait: 15 / Random: 60 / Target: Mortar2)
->
Shooter_Mortar (Targetname: Mortar2 / Target: Mortar3)
----------->
Info_NotNull (Targetname: Mortar3)

I waited, didn’t happen. What’s wrong?

Here’s a pic:


(mortis) #38

The etpro script runs like this, as far as I can tell:

It looks like it goes func_timer > shooter_mortar > info_notnull unless I am mistaken…


(Darkix) #39

[QUOTE=mortis;226184]The etpro script runs like this, as far as I can tell:

It looks like it goes func_timer > shooter_mortar > info_notnull unless I am mistaken…[/QUOTE]

It needs to be scripted? Someone said it didn’t.

I tried it with that method, but it’s still not working.

GTKRadiant 1.4 with ET 2.55 if you need to know.

Edit:

Ok, here’s something new. I switched it to Shooter_Rocket, and it worked fine. Why is shooter_mortar not working?


(mortis) #40

I was only referring to the order of operations as presented in the etpro script, using those entities in that order, in terms of targets and targetnames. I’ve never messed with shooter_mortars before, I’d have to do a bit of research on them…