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Spawning a player in a drivable tank
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 In this tutorial I'll show you how to spawn a player in a tank. He can drive it and shoot, just like in missions "88 Ridge" and "Crusader Charge".

 

by Tomalla

Spawning a player in a drivable tank by Tomalla

 In this tutorial I'll show you how to spawn a player in a tank. He can drive it and shoot, just like in missions "88 Ridge" and "Crusader Charge".

Let's focus on the Radiant part first. Open your map. In 2D view press your right mouse button and go to 'script > vehicle'. Go to Entity dialog ( N key by default ) and make sure to add following set of keys / values:

 

model

xmodel/vehicle_crusader2

e;">vehicletype

crusader_player

script_noteworthy

startinside

script_fireondrones

1

script_badplace

1

 

Don't forget to check 'USABLE' option, otherwise you'll end up with script errors. The tank you have just created represents where your player will spawn and which direction he will be facing. So place your tank where you want the player to spawn, save your map and compile.

Now, open your map script ( .gsc file in 'maps\' folder ). Here's an examplary piece of script:

 

main()

{

maps\_crusader_player::main("xmodel/vehicle_crusader2");

maps\_crusader_player::main("xmodel/vehicle_crusader2_viewmodel");

 

maps\_load::main();

}

 

The most important thing is to place those two lines at the beginning BEFORE 'maps\_load::main();'.

The last thing are sounds. In your soundaliases file you have to include following entries:

 

"crusader_idle_low",,"vehicles/mrk_tank_03_idle.wav",0,,"vehicle","0.75",,250,2500,"auto",,,"looping",,,,,,"weapon1",,,,

"crusader_idle_high",,"vehicles/mrk_tank_03_idle.wav","0.3",,"vehicle",1,,250,2500,"auto",,,"looping",,,,,,"weapon1",,,,

"crusader_engine_low",,"vehicles/mrk_tank_03_move.wav",0,,"vehicle","0.75",,250,2500,"auto",,,"looping",,,,,,"weapon1",,,,

"crusader_engine_high",,"vehicles/mrk_tank_03_move.wav",1,,"vehicle",1,,250,2500,"auto",,,"looping",,,,,,"weapon1",,,,

"crusader_fire",1,"weapons/flak/flak88_fire02.wav","0.9","0.9","vehicle",1,1.2,250,8500,"weapon",,,,"0.85",,,,,"weapon2",,,,"0.3"

"crusader_fire",2,"weapons/flak/flak88_fire03.wav","0.9","0.9","vehicle",1,1.2,250,8500,"weapon",,,,"0.85",,,,,"weapon2",,,,"0.3"

"crusader_turret_spin",,"vehicles/mrk_turret_turn04_22k.wav","0.9","0.9","vehicle",1,,7,3500,"auto",,,"looping",,,,,,"weapon2",,,,

"crusader_turret_stop",,"vehicles/mrk_turret_end01_22k.wav","0.15","0.15","vehicle","0.8",1,7,3500,"auto",,,,,,,,,"weapon2",,,,

"tank_reload",,"vehicles/tank_reload.wav","0.8","0.8","vehicle",1,1,200,2000,"auto",,,,,,,,,,,,,

 

If necessary you can add loadspecs, so that no soundaliases are overwritten. Useful when you deal with many maps at once, that use soundaliases with the same names.

Now your tank is fully prepared :) I hope this tutorial helped. Thanks for reading, Tomalla

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