Halftrack
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- martijn_NL
- Map Reviewer
- Posts: 156
- Joined: Mon Apr 14, 2003 5:33 pm
- Location: The Netherlands
- Contact:
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.
Mapping 4 life
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
Doooooooooood I want it bad. Please mail me.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.
- martijn_NL
- Map Reviewer
- Posts: 156
- Joined: Mon Apr 14, 2003 5:33 pm
- Location: The Netherlands
- Contact:
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)
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)
Mapping 4 life
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
martijn_NL mail it to me I will put it on my site and make a link in this page for it.
Thanks
Bye

small_sumo34@hotmail.com
Thanks
Bye
small_sumo34@hotmail.com
auto script
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
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:

