Mortars


(Miki) #1

well in my map, i would like some mortars, but i have no idea how to make it. I have decompiled ET_BEACH cos it has mortars, but i dont understand :slight_smile: anybody knows how to make em or has a good tuturial? tj :slight_smile:


(89blitz) #2

Download the new et entries pack :wink:
(You get Shooter_mortar)


(Miki) #3

i know you got “shooter_mortar” but i dont know how to work whit it :slight_smile:

i want it to be like ETBeach, where a Mortar is shot every 13 seconds…


(Boosted) #4

i havent tried this entity, but i dont think its very hard.
pretty sure it works similar like other stuff.
place a shooter_mortar, target it to a info_not_null and set time/speed/damage.
i may be far off, but i somewhat dont think so.


(Miki) #5

i got it to work whit “trigger_always” but it only shoots once.

in radiant they say you need some scripting to get it to work.

how can you make a trigger_always go off every 10 seconds?


(S14Y3R) #6

You shouldn’t need any scripting for a random shooter_mortar, if there was any “player interaction” then you would need scripting.

i think a trigger_always will constantly trigger its target, like nonstop spammage. :o What you want is a func_timer targetting your shooter_morter targetted at an info_notnull. you can set x seconds(in func_timer) to fire the mortar, just make sure it is set to start_on(checkbox).

-Say if you have 2 right next to each other, both on func_timers, They will fire at the same time at map start(when the timers start) you can set one up with a func_delay[func_timer targets func_delay which targets shooter_mortar] so they don’t fire at the same time at map start.

-func_timers can easily be triggered via script, if you want them to start “after docs stolen”, or something. You just need to have them start_off(checkbox) and use the “alertentity targetname” in the script to activate them. just give the func_timer the targetname.

gl.


(Miki) #7

okey works, tj :stuck_out_tongue: