Mobile Flak88 (Demo map)


(No1_sonuk) #41

Try pointing the tag the other way on one side of the base. i.e. rotate the tag 180 degrees on one side.

Attachtotag should align the tags, so the leg will rotate to the right place.


(MadJack) #42

Already that way. Let me be clearer… The models attach nicely and are facing the right direction. Problems are the script movers. At spawn everything is ok but when I move the parts they seem to do a different thing than the models. Like they’re turning on a differnet axis.

This is tough to diagnose because the clips are invisible… Maybe there’s a r_debugSomething or what not that would make clips be seen in world?


(No1_sonuk) #43

Do your models have their origins at the hinge points?
If you like, you could send me the models to look at. I’ll PM my e-mail addres to you.


(MadJack) #44

Yeah they do.


(MadJack) #45

v57 :smiley:

Fixed! Again, learning process is a biatch…

The latest lesson is: Don’t let the previous lesson give you the impression you’ve discovered everything.

Remember when I was talking about the tag_* facing? Well, here’s some news…

When you have a model, its facing in the modelling program will dictate (no matter what you think or want) its facing in the game. True enough, almost everyone knows that. Now, if you have 2 models that connect together by the intermediary of a tag, it’s a bit different. How so?

The thing is, when you model the part that will attach to the other one (let’s call them the base and the leg as in my models) the base has a facing and the leg has a different facing because you make in so it should already face the way where it should when you insert it in the map right? So you make the script_mover without rotating it hoping it’ll be ok. But it won’t be unless you make the tag facing the SAME direction as the base is.

You see, the tag (if facing the direction you want the model to face) will turn that facing the number of degrees it has of difference from the facing of the base.

Ex: base in md3 faces 0 deg (right from top view). leg tag faces 90 (bottom from top view) in your map, the leg will face 180 because it itself faces 90 but because the tag says to rotate it 90 degrees, the leg facing is b0rked ingame.

There’s only 1 way to fix that and it’s not by rotating the script_mover. To fix that issues, make the tag face the same way the base is facing so there’s no rotation. Or a similar fix, leave the tag as it is, facing 90 but change the facing of the leg so it faces the same way as the base…

Well, that’s what I learned today :slight_smile:


(MadJack) #46

Alright, finally made the whole thing work.

I don’t know if anyone would be interested to see how you can have 4 moving parts + the base of a vehicle work but if you do, take a look at it. I’ll let the readme tell you what’s included etc… I wrote it once, I don’t feel like rewriting it again :smiley:


=================================================
 Basic Information
=================================================

Author		: Dany "MadJack" Rioux
Email address	: <not here>
Webpage		: http://madjack.d2gwebsite.com

=================================================
 Map Information
=================================================

Game		: Return to Castle Wolfenstein: Enemy Territory
Title		: Mobile Flak 88 Demo map
Filename	: mflak88.bsp
Release date	: 2004-06-14
Decription	: Demo map of how to use the model. The moving parts mostly. The rest is like a
				normal tank actually.

Programs	: SD Radiant 1.3.8

Build time 	: More or less a week.
Compile time	: less than a sec.
Compile machine	: AMD 2500+ @ 2035 MHz, 1 GB OCZ Low lat. w/ copper HS. ATI Radeon 9800 Pro 128.

Installation	: Drop in etmain and /g_gametype 2 /map mflak88

Textures	: Skybox that will be used in my current project.
Sounds		: None

*************************************************
NOTE: Please, if you would like to use ANYTHING included in that archive (including the readme)
please ASK for it first.
*************************************************

=================================================
 What's in there?
=================================================
- Included in the pk3 are the models that are used in the map.
- The skybox.
- The script.
- The .map file is included so you can check out the entities used to make it work.
- A precompiled .bsp to load and test out the model and its functionalities.

- To use the demo, you first have to be an allied and fix the flak. Then move the legs up.
At that point, you can escort it. It'll make a circle following some splines (17).

If at stand still you can do the following:

You can use the right buttons to lift/lower the feet.
You can use the middle button to turn the turret.
You can use the two left buttons to move the cannon up or down respectively.
You can use the farthest button to shoot.

Note that the flak can't move if the feet are down.
The feet won't come down if it's moving.
The feet won't move up if the cannon is not down and turret is not facing forward.
The parts won't move if the flak is disabled.
The shooter won't shoot if flak is disabled.

Those restrictions are there for realism.

I might have forgetten something... Hopefully not. :)

DO NOT EXPECT a new version unless some real nasty bug crept unseen.

Though, I will most likely upgrade the models. When? I can't say.

=================================================
 Known issues
=================================================
- The shooter_mortar makes a MG42 sound when shooting. It's a bug afaik even if I added the
mortar sound. If you activate it too fast, the mortar sound will loop non-stop. To stop it,
do the same thing: activate it rapidly a couple of times.

- The mortar will shoot but it doesn't go straight from the muzzle and hit the ground in front
of it. The way shooter_mortars are used is not really made for that kind of acrobatics so unless
I find some other ways to make it shoot correctly it'll have to be used otherwise meaning you
will have to make sure the turret/cannon are pointing in the right direction, kill'ing the entities
you don't want it to use or something similar. The way the shooter works is that it'll shoot up
straight from its attached point, go toward the info_notnull and hit where ever it hits. So it can
shoot backward... kind of funny :)

=================================================
 Special thanks to
=================================================
Mr Tickles, LaggingTom, No1_sonuk and all the Folks at SD Forums, SD folks for ET and lastly
Drakir for the readme.


=================================================

Here’s the direct link: Mobile Flak 88 Demo Map
You can also get it directly from the site in my sig.


(thore) #47

looks sweeeeet! i love it. and its mobile! i love it even more!
can’t wait to see it with my own eyes rolling over my big toe.

ouch!


(MadJack) #48

I hope you like it :slight_smile:

It rolled on my brain a couple of times so watch out for those toes! :smiley: