1.Make a new map
2.Build your
turret (the brushes)
3.Make a brush
with the 'origin' texture and put it where the rotation point of the
turret should be. The middle of the Origin brush is the rotation point.
4.Make a new
brush with the 'trigger' texture and put it behind the gun.
In WorldCraft,
the turret must look in this direction !!!
<- back
<-> front ->
5.Now select
all brushes of the turret inclusive the origin brush. Set the brushes
to a func_tank entity if it should be a MG or a func_tankmortar if it
should be a really heavy gun or func_tankrocket for a rocket launcher.
- Name: name
of the turret (you need this!)
- Target:
trigger when turret fires (I prefer to use it)
- Render FX:
don't care
- Render mode:
don't care
- FX Amount (1
- 255): don't care
- FX Color (R
G B): don't care
- Global
Entity Name: too complicated ...don't care
- Yaw rate:
how fast does the gun rotates on the y axis
- Yaw range:
the range how far it rotates (180° is a full circle!).
- Yaw
tolerance: don't care
- Pitch rate:
how fast the gun rotates on th x axis
- Pitch range:
the same again for the x axis.
- Pitch
tolerance: don't care
- Barrel
Lenght: oh this is complicated... but you need it. This is the
distance between the shooting sprite and the origin brush.. huh!
- Barrel
Horizontal: the same with the horizontal distance
- Barrel
Vertical: again... with the vertical distance
- Smoke
sprite: the name says it all.
- Flash
Sprite: that's the sprite we talked about before with the Barrel.
- Sprite
Scale: did you find out? Yes the size of the sprites
- Rotate
Sound: sound playing when the turret is rotating (leave this out it
causes probles... don't ask leave it out ok I know why and that's enough)
- Rate of
Fire: the shooting rate of the turret.
- Damage per
Bullet: again... the name says it all (only valid for func_tank).
- Firing
persistence: sorry but I really dont know for what this is for.
- Bullet
accuary: this is the precision of shooting
- Minimum
target range: the minimum target range :).
- Maximum
target range: Hmm... the maximum target range :)))).
- Bullets: the
type of bullets the turret is shooting (only valid for func_tank).
- Explosion
Magnitude: strenght of the explosion (only valid for func_tankmortar)
The angle sets
the direction where the turret looks in half-life.
Set these flag settings.
6.Now add an
ambient_generic entity for the sound.
-
Path/filename.wav of WAV: for eaxample 'ambience/biggun2.wav'
- Name: this
is tha anme of the sound take the target name of the tank entity
- Volume: 10
is good
- Dynamic
Presets: you don't need this.
- Start
Volume: you really don't need it.
- Fade in time
(0-100): not important.
- Fade out
time (0-100): and the same again
- Pitch (>
100 = higher): leave this...
- Start Pitch:
and this...
- Spin up time
(0-100): and this...
- Spin down
time (0-100): snd also this :)...
- LFO type
0)off 1)sqr 2)tri 3)rnd: I told you waht to do... leave it !
- LFO rate
(0-1000): yeah you thought that... leave it.
- LFO mod
pitch (0-100): ZZZzzz...
- LFO mod vol
(0-100): What do I say now ? ....leave it !
Set this flag settings.
7.Now select
the brush with the trigger texture and make it to a func_tankcontrols
entity (in Worldcraft 2.0 you need to write the name in the name
box). Make this settings...
The Value
shouldn't be oldmg in your case it's the name of the turret, I said
you before you need this.
Ok finished!
Now you have your own custom user controlled turret
willst du
dieses tutorial auf deutsch? click
here
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