Minefield?


(Steamhead) #1

I’ve searched these forums and I haven’t been able to find anything on the subject, does anyone know how to make a minefield like Call of Duty or Medal of Honor? My map would benefit greately from such a thing.

Thanks, Dan.


(EB) #2

I do not know those games too well, but if you mean having a mine field in ET — of course you can !!!

If you are using the latest release of radiant-you can update your entities list here >>> http://user.tninet.se/~fzo823r/rtcw_ent_in_et_beta2.pk3
That is a direct download link…place files where they need to be and then update the definitions with the .def file included and YOU’RE ALL SET !!! (there should be a readme file in it.)

Now you have misc_landmines in the game…they can be either team’s. Check out the .map, .bsp and script that it comes with - it shows you everything!!!


(Steamhead) #3

Hmm that is kinda what i want, in Call of Duty or MOH* when you step into a mine field you die, there is an explosion benieth you and you die, no matter where you are :stuck_out_tongue:

Thanks tho, all those new entities sure will help!

Edit: I got somewhat of the desired effect with a trigger_hurt though I wish i could delay it for a second and play a sound+explosion heh.


(EB) #4

DOOD, so easy !!!

make a brush on above the ground and make itabout ankle high or higher. Texture it trigger and turn it into a trigger_hurt. Now give it this key and value >>>
key : dmg
value : 300

Now here is where you make the sound and the print come up

Make a brush the same size and place it right into the other,(they say not to overlap brushes but that is horsepoop, just don’t do it alot is what they mean.) Make this second brush a texture trigger also, but make this one a trigger_multiple and give it this key/value :
key - target
value - boom

OK…halfway done. ======= Now make a target_speaker and use the sound at this path destination: sound/weapons/landmine/mine_expl.wav
now give the speaker a targetname : boom (key - targetname value - boom)

This last part you do not need, but if you want it, you will need those entity updates.

make a target_print and make a message like minefield, then give it the same targetname as the speaker- “boom” …this way once someone dies going that way, they will know no matter what that mines are there.

there you go, an easy minefield. —Cheers :chef:


(Steamhead) #5

Thanks man! Your a lifesaver! :smiley:


(EB) #6

NP guy ! :rocker2:

want anything weird - ask me. I use the weirdest combinations sometimes. But using them in maps takes time to build maps. So you will see some of my weird stuff in time.


(Lock Ness Monster) #7

i was wondering something, ok, u know how when someone dies, it says so and so killed so and so, or so and so feel to their death. Well is there a way to make it where when the step in the minefields, it says so and so was watching their step or something like that?


(EB) #8

you are getting off the boat of mapping and more into the point of modding.
That is alot more work than you can imagine. Do you know programming ? If not, then you are in over your head by about 1000000 miles.


(Lock Ness Monster) #9

lol, thought so

i didnt know if it was a mod situation or a way to do that with mapping, o well. O yes, i have that update on teh entities also, about the msic_landmine entity, do u have to have a trace map fixed for them to work or what?


(carnage) #10

than was a cool idea, the only thing is you dont get an explosion, for than you may need a mod though,

for a small area you could try setting up mortars 8 units of the ground targeting downwards and a trigger for each

that would work if the mainefield had say a small eterance like going down a cannyon or somehting but in a open map CoD style you are best just sticking with the trigger_hurt


(EB) #11

yeah, only at a small entrance point…otherwise, you would need to set up alot of small trigs to keep the explosion where you are and not 20 feet away…lol…
*****(boom)
_*|
/_____________________________>->O


(carnage) #12

the only other surgestion i have is maby try make a samll custom texture for one of thoes minefiled shighns like on CoD so you can show the player where the filed is

that is better than waiting till the player is right on it and will have probabley walked onto the minefiled before he reads the text that he is near the minefiled


(Noobanator) #13

I’m in the process of making of minefield for my map. I just created a “danger: minefield” sign.


(]UBC[ McNite) #14

So i guess there s no way to replace the standard hurt sound with some other sound, then? A pity but well…


(carnage) #15

i gess you could use a triggers and speekers where the hurt markers are though and turn of the defualt sound


(]UBC[ McNite) #16

Yepp i did that and it works awesomely, just wanted to know whether there s an easier way :smiley:


(DWM|Commando) #17

wow, some really good ideas here, makes me want to add a minefield to my map just because you guys made it so easy. Nice work!


(EB) #18

[quote=]UBC[ McNite]So i guess there s no way to replace the standard hurt sound with some other sound, then? A pity but well…[/quote] Which sound ? the :UGGH: or the :rIpP: ?

You can replace both of those, ‘in a sense’. Click the spawnflag for silent on the Trigger_hurt and then connect speakers of the proper type to the trigger multiple. As long as the hurt and multiple are the same size…it should work well. (I give effects, sounds and other things the same targetname when used in the same event…it saves time and works fine.) -Did I answer your question…or just babble about the wrong thing ?


(]UBC[ McNite) #19

Thx EB, but as I said… I already did that, and it was described in the post too :bump:
It will come to nice use in our next map which is going into playtests in a week or so.


(EB) #20

Sorry, I was half-asleep. :nag: …I should’ve known.