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Halftrack
Posted: Mon Jun 23, 2003 11:29 pm
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

Posted: Tue Jun 24, 2003 2:11 am
by Alcoholic
can you rephrase that? are you looking for a halftrack with passengers AND an mg42?
Posted: Fri Jun 27, 2003 11:24 pm
by Piper
Sorry for the delay
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
Posted: Sat Jun 28, 2003 3:45 am
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.
Whoooa
Posted: Mon Jun 30, 2003 1:50 am
by grb
I can hardly wait! Just what the doctor ordered!
cheers
Posted: Tue Jul 08, 2003 7:10 am
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.
Posted: Thu Jul 10, 2003 6:12 am
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.

Posted: Thu Jul 10, 2003 9:51 am
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)
Posted: Thu Jul 10, 2003 10:11 am
by mohaa_rox
yes, that's the way to do it. quite simple.
gj man
Posted: Fri Jul 11, 2003 3:26 am
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
small_sumo34@hotmail.com
Posted: Fri Jul 11, 2003 8:46 pm
by Alcoholic
hey whats the auto.scr do? i dont have spearhead could you pm it to me or something?
auto script
Posted: Sat Jul 12, 2003 7:43 am
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
Posted: Sat Jul 12, 2003 5:06 pm
by Alcoholic
oh i dont need that.

Posted: Mon Jul 14, 2003 2:08 am
by small_sumo
Will this work in AA?