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how to make propellers?
Posted: Sat Jul 27, 2002 6:15 am
by KcAX18
how do i make propellers? like for a helicopter?
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Posted: Sat Jul 27, 2002 1:58 pm
by kdja
like make them spin???
if it is get a map with a fan in it and then look at the scripting and entity entires with scorpios bsp viewer
kdja
Posted: Sun Jul 28, 2002 12:41 am
by KcAX18
is there actually a map with a fan on it and yes that is want i want ,them to move like a fan
props
Posted: Sun Jul 28, 2002 6:55 am
by tltrude
This thread over at AA.com should work for you, but for a helicopter you will have to change it to "rotateY 360" or "rotateX 360". It does not rotate very fast, so if you want it to look real, you may need to make like 8 blades.
http://www.alliedassault.com/phpBB2/vie ... propellers
Posted: Sun Jul 28, 2002 7:56 am
by KcAX18
thx heeps tom
and now i have another question
u know in the hunt map there are those nebelwerfers?
well u know how they shoot like 6 rockets?
well i was wondering how they did that and i know that someone is going to post on here look in the scr file for that map and use scorpio's bsp viewer to see the entitys but
i would just like a explanation on how to do it .
thx
Posted: Sun Jul 28, 2002 12:44 pm
by kdja
wow you answered your own Q...hehhee
I assume its default firing is 6 so if you can get a flak firing using the same method with get s nebelwefer firing 6.
kdja
Posted: Sun Jul 28, 2002 6:21 pm
by NathanielPT
The thing with the blades not spinning fast is easy to fix. In your script file add these lines.
The
time command sets how long it will take to move or rotate a brush/script_object. So, time 0.1 sets the blads to move/rotate in 0.1 seconds, play with the time to get it right. Hope this helps.
rotate speed
Posted: Mon Jul 29, 2002 1:08 am
by tltrude
I tried reducing the time of rotation, but it will not speed up past a certain point. It probably has something to do with frame rate and mine is pretty low (TNT2 M64) until I get my new Geforce3 Ti500 tomarrow!
I have never looked at the HUNT script, but my guess is that it is a random explosion thing. Just copy the explosion emitters and sound origins from the field and look for the same kind of things at the gun. Then get the targetnames and search for them in the script.