everything escortable?


(MuffinMan) #1

can i build some brush model or a custom 3dmax model and make it escortable like the tanks and could it carry a mg42 as well? and if not is it possible to put the mg42 used on the tank on other moving things? thinkin about a drivable jeep with gun on it or maby even a plane…


(sock) #2

The vehicles in ET are script_mover entities made out of clip brushes, with a model2 key pointing at an external md3 model.

The mounted guns will appear attached to a special tag on the vehicle MD3. Open up the existing vehicle MD3’s and check all the tags, because they will more likely have to be the same if you want the player and gun to appear in the correct place on your vehicle.

djbob has written 10 pages of goodness on vehicles and how to get them working in ET. For your tests I would suggest some rough brushwork.

Sock
:moo:


(tubbie) #3

I was wondering if it’s possible to make a movable model an objective.
For example: allies have to escort a tank while axis have to dynomite that same tank…


(sock) #4

Do you mean just one dynamite will destroy the tank? If so yes its possible, but it would be a really hard game.

Sock
:moo:


(Danyboy) #5

Do you mean just one dynamite will destroy the tank? If so yes its possible, but it would be a really hard game.

Sock
:moo:[/quote]

but isnt that fueldump? or is the tank in fueldump an entity?


(hummer) #6

Hmm… could you have an objective, like the gold boxes on gold rush, be transported to an area on a vehicle, then when the vehicle stops, the crates can be used as a carryable objective?


(hummer) #7

I think he means, blowing up a single tank as the objective would be a hard objecitve, and therefore a hard game. In fuel dump, killing the tank doesn’t end the game :slight_smile:


(sock) #8

I think he means, blowing up a single tank as the objective would be a hard objecitve, and therefore a hard game. In fuel dump, killing the tank doesn’t end the game :)[/quote]

Yep, that is how I originally understood it. You have a moveable objective which can be destroyed once by dynamite. That would be hard. That is why in goldrush and fueldump you can repair the tank and keep going.

The crates in goldrush/radar are in 2 states in the back of the truck. One state is red/transparent glowing and one state is solid. With the setstate command you can make them appear/disappear. In goldrush the crates are attached to the truck via special tags on the truck model. Your idea is certainly possible with a little bit of scripting and the relevant entities.

Sock
:moo:


(tubbie) #9

sock wrote:

You have a moveable objective which can be destroyed once by dynamite

Yes that’s what I mean.
And I agree it would be a hard game, although I’ve seen it happen on fueldump a few times, that axis engineers planted dynamite on the tank. But have to admit the teams were pretty much unbalanced.

I think you also have to keep in mind that once a team plants the dynomite, the other team must be able to reach the dyno within 30 secs.
On a large map, like fueldump, that would be almost impossible

I’ll skip the idea for my map, just wanted to know if it were possible :smiley:


(MuffinMan) #10

thanks sock! that makes quite a few ideas possible!