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 Post Post subject: Combine Gunship in ep2 tutorial
 
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Malevolent Artificial Intelligence
Malevolent Artificial Intelligence
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Joined: Wed Sep 14, 2005 3:37 pm
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Right, I got utterly peeved when trying to make the gunship work, but I've finally managed to get it to fly around a specific path. I reckon the problems I've had are due to the fact I was trying to get it to work in ep2. The tutorials I saw do not say anything about the outputs below.

I've never really written a tutorial before, so bear with me.

First, you need quite a large open area for the gunship, to ensure it has plenty of room to fly etc. Then create the gunship and give it a name (eg, gship), as this will be important later.

Now, lay down some path_track entities, naming them something along the lines of path1, path2, etc. Give each one the target of the next. To make it a loop, give the final one you make the target of the first path_track (eg, path9 says next target is path1).

Anyway, you must then give the combine gunship a track target to point to (ie, the first path_track entity). Set it an initial speed too, so that it flies to the first point when the map loads.


However, it's not over! If you compile your map right now, the gunship will sit on its starting position and do nout. If you start to bother it (ie, you get noticed, or you shoot a rocket at it), it will fly to certain points in order to try and attack you, but it won't patrol them.

To do this, I had to google extensively (I think I found the final parts on the interlopers forums), as none of the tutorials I read had this information in them.

It's all to do with Hammer's sort of scripting system, which is reasonably straight forward as long as you understand what it's doing in the first place.

Now, select your first path_track entity. Click the Outputs tab, then click 'Add'.

The stuff we will type in will auto fill in for most parts, but I'll say what they should be anyway to clarify:

My output named: OnPass
Target entities named: gship
Via this input: FlyToSpecificTrackViaPath
With a parameter override of: p2

From my understanding, this says when something (the gunship in this case, as specified by target entity section, this is where you put the name you gave the gunship earlier) passes through that point (p1 in this case, as I named my first path_track as p1), it will fly on to the next path_track entity named p2.

You must do this for all of the path_track entities, changing the parameter override accordingly.

If done correctly, your gunship should now fly around the path you specified! :D


I realise this must seem simple to those experience in mapping, but hey, I found it hard to find and work out, and this is a compilation of what I learned via other tutorials and what I found on the internets. :P

If you have problems with this, please post and I'll try to help. :)

That is all.

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Tue Sep 30, 2008 8:13 pm 
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