Two tanks, possible?


(Malverik) #1

hey

im working with someone on a map where we want 2 tanks, one for each teams. Now dont worry, its the gameplay we wanted that made us decide we needed 2 tanks, not the other way around :smiley:

Anyway, just as a test i made 2 jagdpanthers in a square room with some spline to follow. Both tanks are exactly the same, of course every entities has a unique targetname and scriptname.

One jagdpanther, everything is perfect, two jagdpanther, huh huh!
The allied one has its mg right in the middle of the body instead of on top! Worst, if i use the mg from the axis one and then i go use the allied one, i will appear on the axis tank instead. When I unmount, i reappear next to the allied tank!

Any advice with that?

Thanks!

-Malverik


(Mapper X) #2

Hey Malverik,

I’m making a map with one tank and that’s already a very difficult job. If you want 2 tanks you really have to be crazy, but it could be possible. So you gave the second tank another script and targetname. But isn’t the mg also an entity? I don’t know :???:

Maybe you have to give the mg also another scriptname.

MAYBE :smiley:

:banana: Some advice => Use one tank :banana:


(Malverik) #3

well, just one jagdpanther is perfect. But the second one I added has only its mg not working properly. Both tanks work fine as far as escorting, damaging and repairing.

As far as the mg being an entity in radiant, i dont know how much control you can have over that, it must be creating itself just by checking the ā€œmounted gunā€ option


(WolfWings) #4

Hrm… sounds like ā€˜mounted gun’ re-uses a single MG for all the tanks. Pretty straight-forward bug. :slight_smile:

Might have to manually attach MGs to each tank. Dunno how that would work with the ā€˜using a tank to man the MG’ though.

It might simply not be possible. :-/


(Shaderman) #5

Shouldn’t it be possible to have one ā€œnormalā€ Jagdpanther and start the second one the same way (with the jagdpanther_africa_shell.md3) but attaching copies of the original models with modified tags to them?


(Malverik) #6

weird thing is that if the game doesnt make the difference between 2 tag_player, it can handle 2 tag_turret, tag_smoke, etc, perfectly. Must be some kind of voodoo curse :frowning:
I’ll drop a churchhill in there instead of one of the jagd see what it does


(Malverik) #7

OMG, anyone knew that your tagent couldnt exceed a certain length???

i renamed it from tank_allied_shell to tank_b_shell and that did the trick for the mg being out of place!!!
I guess that tank_axis_shell was still within the right lenght because that one always worked fine…


(G0-Gerbil) #8

Has anyone yet worked out the source of the problem of the MG being drawn at the wrong angle though? Ie a random angle out of whatever direction the player is actually facing? Annoys the hell out of me - it’s in the official maps with tanks too, but just looks plain crap, particularly if you want to do /cg_thirdperson screenshots for demos etc.


(Shaderman) #9

This name thing is strange :eek: What about the mg usage problem? Is this solved, too?


(Chruker) #10

Malverik >> I just checked the source code, and you are right. It only uses the first 16 characters.

GO-Gerbil >> I remember Digibob telling chavo_one that the wrong player orientation in thirdperson mode, is a known problem. But its also in the source it has to be solved.


(Malverik) #11

This name thing is strange What about the mg usage problem? Is this solved, too?

No :disgust:
Seems like the game engine only manages one tag_player position at the time, even with a jagdpanther and a churchill, both having different models

As soon as u have used the second tank, he becomes the one you apear on when using a mg

I can’t think of a solution for that, i guess that with multiple tanks only one would have an mg, thats crap :angry:

Other than that, attaching a regular mg to a tank might be possible, but then the mounting area is only the mg, not the whole tank.

There is a trigger ā€œmg42 mountā€ and ā€œunmountā€ that are called whenever a player uses the tank, would there be something to do with that?


(PlaidAvenger) #12

Hey Malv! :slight_smile:

Since you seem to be having more of a problem with the Churchill, have you tried making a map/room with JUST the Churchill in it, getting it to work and THEN worrying about trying to get it to work in the same environment as the Jagd?

Just a thought, good luck bud! :slight_smile:


(Malverik) #13

Actually right now i got both the churchhill and jagd figured out on their own. Its when i put them together I get problems.
Only the mg are the problem and im waiting news of Uchronic to see what we’re gonna do about it.
I’m just not very excited with the idea of letting a tank without an mg


(G0-Gerbil) #14

GO-Gerbil >> I remember Digibob telling chavo_one that the wrong player orientation in thirdperson mode, is a known problem. But its also in the source it has to be solved.
Cheers, although I’d say the problem is not related to third-person mode only, just that’s where it’s clearest.
Have you never noticed that sometimes when in the tank and you fire, the tracers come from the wrong location? Again, it’s only really a visual discrepency, but quite an unnerving one :slight_smile:


(Chruker) #15

More problems with the tank guns: They always fire low, and the MG42 can’t cool down if there isn’t someone in the tank. (ETPro has solved these two though)

And with mobile MG42s, the tracers have a wrong origin, so if you have your MG42 deployed and turn as much as you can to the left or right, the tracers appear to come from a place further out.

I remembered wrong, it was ydnar that told chavo-one about the thirdperson view. I just found the topic: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&p=22171#22171