Halftrack

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Piper
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Halftrack

Post by Piper »

Any kown a tut for an halftrack in SP like the tut for de Opel-truck, with passengers and MG42...like m3l3:the hunt. Thanks :D
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Alcoholic
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Post by Alcoholic »

can you rephrase that? are you looking for a halftrack with passengers AND an mg42?
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Piper
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Post by Piper »

Sorry for the delay :oops:
I find one tutorial for make move, shot, etc... for one halftrack. I read tutorials for truck and tanks, but those tutorials don?t work in one halftrack. Thanks
...Ham & Jam....Ham & Jam...Ham & Jam...
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mohaa_rox
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Post by mohaa_rox »

could u wait till the new tutorial system is done? cause i have the solution.......

also to make kingtigers driveable, with enemy tanks and flaks

to make an enemy tank fire at u, with the health displayed.
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grb
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Whoooa

Post by grb »

I can hardly wait! Just what the doctor ordered!

cheers
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martijn_NL
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Post by martijn_NL »

I just made a halftrack move, with passengers and mg-42 (with gunner). It also has stickybombs so u can blow it up. I was wondering if u still are interrested in it? By the way i tested my halftrack in spearhead (because i used a spearhead halftrack). So if u still want i can explain it for u.
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small_sumo
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Post by small_sumo »

martijn_NL wrote:I just made a halftrack move, with passengers and mg-42 (with gunner). It also has stickybombs so u can blow it up. I was wondering if u still are interrested in it? By the way i tested my halftrack in spearhead (because i used a spearhead halftrack). So if u still want i can explain it for u.
Doooooooooood I want it bad. Please mail me.

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martijn_NL
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Post by martijn_NL »

Halftrack tutorial:


I will explain it in the forum, so that everyone can read it. Making a halftrack is quite simpel, because their is a global script for. First make a standart room with light, pathnodes etc.
You need to add a halftrack in radiant. make a brush select model vehicles/halftrack_winter.tik then give it a $targetname (i gave it halftrack1) Then add a ai and place it in the halftrack. Give it a $targetname halftrack1_gunner. Then deselect the ai and select the halftrack and give a key / value $gunner halftrack1_gunner then give an anotohet key / value mg42 1 The halftrack need a static mesh, you can find that in the spearhead sdk. Just select it press ctrl + e load you map and link it together.

Ok, now are going to add info_vehiclepoints. First add one vehicle point and give it a targetname, (i gave it halftrack1_path) The deselect it and add another vehicle point, deselect it, select tour first vehicle point and then your second and press ctrl + k This how it will drive.


This the script file:

main:
level.script = "maps/test_halftrack.scr"

exec global/auto.scr
level waittill prespawn
level waittill spawn

local.HalftrackHealth = 500

waitthread global/halftrack.scr::halftrackinit $halftrack1local.HalftrackHealth models/vehicles/halftrack_winter_d.tik
// setups the halftrack, gunner etc.

waitthread global/halftrack.scr::halftrack_loadpassengers $halftrack1 2 1 "human/german_winter_type1" "human/german_winter_type1"
// it loads the passengers and the soldiers

$halftrack1.mg42 pitchcaps ( -10 40 0)
// setup the mg42

$halftrack1 thread global/halftrack.scr::halftrack_drive $halftrack1 $halftrack1_path 1 300 520 40 128
// make the halftrack drive

$halftrack1 waittill drive
// make the halftrack the drive the whole path

$halftrack1 waittill death
// waits untill the helath of the halftrack is zero or lower


thread global/halftrack.scr::halftrack_killed $halftrack1
// destroys the halftrack

end

Here is my *.map file: hmmm i can't upload it to the server so if anyone place it on a server (doesn't matter waht server) tell me. Befor thursday 10:30 (the i go to holyday for two weeks)
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mohaa_rox
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Post by mohaa_rox »

yes, that's the way to do it. quite simple. :wink:

gj man
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small_sumo
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Post by small_sumo »

martijn_NL mail it to me I will put it on my site and make a link in this page for it.

Thanks

Bye

:)

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Alcoholic
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Post by Alcoholic »

hey whats the auto.scr do? i dont have spearhead could you pm it to me or something?
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tltrude
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auto script

Post by tltrude »

Looks like it just saves adding a bunch of the most common script lines, and keeps them from being loaded again.

Code: Select all

main local.script:

	if ( level.auto_script_run == 1 )
	{
		end
	}

	if ( local.script != NIL )
	{
		if ( level.script == NIL )
		{
			level.script = ("maps/" + local.script + ".scr")
		}
	}

	exec global/loadout.scr
	exec global/ai.scr
	exec global/exploder.scr
	exec global/turret.scr

level waittill prespawn

	exec global/door_locked.scr
	exec global/friendly.scr
	exec global/ambient.scr local.script
	exec global/bomber.scr

	level.auto_script_run = 1

level waittill spawn
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Alcoholic
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Post by Alcoholic »

oh i dont need that. :D
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small_sumo
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Post by small_sumo »

Will this work in AA?
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