p.s. I tried getting planes to fly, but no luck.
Who said driveable vehicles aren't possible???
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Who said driveable vehicles aren't possible???
Well, who said driveable vehicles aren't possible??? That's it. Now my latest project is to get some vehicles (with anims) driveable. For example, bf1942, someone drives a jeep, the other hops on. It will be someone driving a jeep and another operating the 30cal. Fun? I will design it to work in MP, and wait out for my test maps and screens.
p.s. I tried getting planes to fly, but no luck.
p.s. I tried getting planes to fly, but no luck.
Live to map, not map to live.
-mohaa_rox, .map
moderator
-mohaa_rox, .map
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Cracker_Jack
- Corporal
- Posts: 45
- Joined: Tue Jan 14, 2003 3:17 am
- Location: Brisbane, Australia
Create a brush, any size, and hit ?n? to bring up your ?Entity? window. Select from the list ?addon_vehicle_Russian_T34?. Double click on it and your brush will turn into that entity. To rotate the starting direction of your vehicle, select the vehicle and open your ?Entity? window. At the bottom of your ?Entity? window you will see buttons with 90, 45, 360, etc? Press the corresponding direction that you would like your vehicle to be facing (90 = north, 180 = west, etc?).
Now we have to give the vehicle a targetname. In the entity window, with the vehicle selected, enter the following values into the Key and Value fields at the bottom of the entity window.
Key: targetname
Value: playertank
To give your tank collision you have to target a bounding box. Instead of creating your own bounding box, copy the one from ?test_VehicleDrive.map? in the SDK. To do so, open the map file and select one of the pieces from the bounding box and then press (crtl + e) to select all pieces of the bounding box. With the bounding box selected open your map. When is asks copy selection, click yes. This will bring the bounding box of the tank into your map. Deselect the tank mask and select the T34 tank image. Open the ?Entity? window and enter the following into the Key and Value fields.
Key: target
Value: player_t34
This will connect your tank to the tank mask and give it collision. The Collision mask/bounding box can be placed anywhere on your map. Try to place it somewhere the player will never be but still inside of your skybox. Placing it under the terrain is as good as any.
Diagram 1-2 (Front View)
Finally we have to add the player start point to the map. To do so, right click on the grid and select ?info? -> ?player? -> ?start?. Place it anywhere in the map because in the script we are going to connect it to the tank. You just have to have the start point it doesn?t matter where. It is best to keep it next to your tank to make it clear that the player will start in that tank. We are finished with the map file all that is left is the script file.
THE SCRIPT FILE
Create a file with the same name as your map file and the extension .scr. For now copy and paste the script below or from ?test_VehicleDrive.scr?. If you take it from ?test_VehicleDrive.scr? make sure you change the targetnames and file name to match the ones in your map.
level waittill prespawn
level waittill spawn
main:
$playertank.collisionent = $playertank.target
level.playertanktarget = $player
$player holster
$player takeall
$player physics_off
$playertank waitthread global/vehicles_thinkers.scr::players_tank
$playertank vehiclespeed 200
end
Your vehicle should drive around with this script but here is what is going on in each line of the .scr.
$playertank.collisionent = $playertank.target
level.playertanktarget = $player
The first line gives the tank collision. The second line tells enemy tanks what to target at.
$player holster
$player takeall
$player physics_off
These three lines holster the players weapon, take away the players weapons, and remove the physics of the player b/c we are now using the tank?s physics.
$playertank waitthread global/vehicles_thinkers.scr::players_tank
$playertank vehiclespeed 200
The first line is the most important; it attaches the player to the tank. The second line sets the speed of the tank.
Save your file as a .scr and you are ready to drive your tank.
Who ever said that tell them to shut their pie hole.
Now we have to give the vehicle a targetname. In the entity window, with the vehicle selected, enter the following values into the Key and Value fields at the bottom of the entity window.
Key: targetname
Value: playertank
To give your tank collision you have to target a bounding box. Instead of creating your own bounding box, copy the one from ?test_VehicleDrive.map? in the SDK. To do so, open the map file and select one of the pieces from the bounding box and then press (crtl + e) to select all pieces of the bounding box. With the bounding box selected open your map. When is asks copy selection, click yes. This will bring the bounding box of the tank into your map. Deselect the tank mask and select the T34 tank image. Open the ?Entity? window and enter the following into the Key and Value fields.
Key: target
Value: player_t34
This will connect your tank to the tank mask and give it collision. The Collision mask/bounding box can be placed anywhere on your map. Try to place it somewhere the player will never be but still inside of your skybox. Placing it under the terrain is as good as any.
Diagram 1-2 (Front View)
Finally we have to add the player start point to the map. To do so, right click on the grid and select ?info? -> ?player? -> ?start?. Place it anywhere in the map because in the script we are going to connect it to the tank. You just have to have the start point it doesn?t matter where. It is best to keep it next to your tank to make it clear that the player will start in that tank. We are finished with the map file all that is left is the script file.
THE SCRIPT FILE
Create a file with the same name as your map file and the extension .scr. For now copy and paste the script below or from ?test_VehicleDrive.scr?. If you take it from ?test_VehicleDrive.scr? make sure you change the targetnames and file name to match the ones in your map.
level waittill prespawn
level waittill spawn
main:
$playertank.collisionent = $playertank.target
level.playertanktarget = $player
$player holster
$player takeall
$player physics_off
$playertank waitthread global/vehicles_thinkers.scr::players_tank
$playertank vehiclespeed 200
end
Your vehicle should drive around with this script but here is what is going on in each line of the .scr.
$playertank.collisionent = $playertank.target
level.playertanktarget = $player
The first line gives the tank collision. The second line tells enemy tanks what to target at.
$player holster
$player takeall
$player physics_off
These three lines holster the players weapon, take away the players weapons, and remove the physics of the player b/c we are now using the tank?s physics.
$playertank waitthread global/vehicles_thinkers.scr::players_tank
$playertank vehiclespeed 200
The first line is the most important; it attaches the player to the tank. The second line sets the speed of the tank.
Save your file as a .scr and you are ready to drive your tank.
Who ever said that tell them to shut their pie hole.

I'm almost done with the jeep. Now need someone to test it with me, see if it works. 'Cause one person driving won't be able to see himself driving, so I need someone else to help me see that.
p.s I haven't done the sounds, so there's no sound. Bear with it.
p.s I haven't done the sounds, so there's no sound. Bear with it.
Live to map, not map to live.
-mohaa_rox, .map
moderator
-mohaa_rox, .map
moderator
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Cracker_Jack
- Corporal
- Posts: 45
- Joined: Tue Jan 14, 2003 3:17 am
- Location: Brisbane, Australia
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Desert Eagle
- Captain
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- Location: Mapping Bunker
- Contact:
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Cracker_Jack
- Corporal
- Posts: 45
- Joined: Tue Jan 14, 2003 3:17 am
- Location: Brisbane, Australia
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nuggets
- General
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- Joined: Fri Feb 28, 2003 2:57 am
- Location: U-england-K (england in the UK) :P
- Contact:
it's possible in both SP and MP, some1's already done it, i'd send u the script but it took me blooooooody aggggeeeessss, but if u have any probs with out givin 2 much away i'll help ya,
i've been workin on that map as well as some others 4 quite a while now, so i can't just give up the treasure, u'll prob have ur's working b4 i get my map finished so goodluck 2 ya ROX
i've been workin on that map as well as some others 4 quite a while now, so i can't just give up the treasure, u'll prob have ur's working b4 i get my map finished so goodluck 2 ya ROX
hope this helps, prob not cos it's all foreign 2 me :-/
