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Topic: [Tutorial]Moving Tank |
| eganwotv |
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Deactivated Account Since: May 28, 2007 Posts: 961 Last: Oct 31, 2010 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Tuesday, Oct. 16, 2007 12:51 am |
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Moving Tank Tutorial
By:
vT-Ownage
This tutorial will attempt to teach you the reader how to make a moving tank for Call of Duty 2®.
First (1st): Make a script_vehicle, and give it the key and value below.
Key: model
Value: xmodel/vehicle_american_sherman
Second (2nd): Making this moving Sherman contains a lot of keys and values so I’ll make it easy by breaking it down into groups of them. First of the keys and values are below.
Key: script_noteworthy
Value: vehicle
Key: script_team
Value: allies
Third (3rd): In this part you will finish adding the rest of the keys and values.
Key: script_turret
Value: 1
Key: script_turretmg
Value: 1
(Note: The two keys and values, script turret, and script turretmg, do not have to be added, they are optional. Script turret refers to having the main turret on the Sherman shoot and or move. Script turretmg refers to the Machine Gun in the front of the tank shooting as seen in-game. The rest of the keys and values listed below need to be added for the tank to work.)
Key: script_vehicleride
Value: 0
Key: script_vehiclespawngroup
Value: 1
Key: vehicletype
Value: Sherman
Fourth (4th): That’s all for keys and values the rest will be added automatically. Now its time for make some nodes, this is probably the easiest part if you pay attention to this text.
Foremost right click in the 2-D grid view, and select info – vehicle_node.
Fifth (5th): Now select your vehicle¬_node and select the START_NODE option. This tells the game engine that this is the node the Sherman should start its path on. Also to make the path easier to see add these keys and values.
Key: lookahead
Value: 2
Key: script_noteworthy
Value: vehicle_start_path
Key: speed
Value: 7 (Note: or what ever speed you want, my recommended is 7.)
Sixth (6th): Now make another vehicle_node and put it in front of the start node, some what at a range of 128-512 units.
Seventh (7th): After making the node select your Sherman and then your start_node press w to connect. You should see a green going from the tank to the node.
Eighth (8th): Remember that other node you made? Now were going to use it, select your start_node and then your other node, press w, the start_node should now be connect to your other node. You now have a small tank path.
Ninth (9th): If you want your path, which I’m sure you do make another node, and give it these keys and values.
Key: speed
Value: 7
Now I’m sure you know how to connect them so connect the node before it to that one, and you have increased your path.
Tenth (10th): Most people want their tanks to turn to so if you want it to turn, just add a vehicle_node_rotate, an important notice to you though make sure you decrease the speed otherwise it looks cheap.
Conclusion: Now your not done sigh right? Well its easy trust me, you included in your package of goodies have a sound alias, and a .gsc file. The sound alias contains all the sound parts that you need just make a soundalias folder in your main and plop it in there. For the .gsc make a map folder in your main and plop that in. I hope that helps the Mapping Community, if your wondering why this tutorial is so dark, its because I had a headache when I was making it so the black and white, plus gray was easy on my eyes.
This Tutorial was orginally only aviable for download at CoDFiles.com, but I decided that it might help some people on MoDs.
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| 94sniper |
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General Member Since: Jun 15, 2007 Posts: 907 Last: Jun 22, 2009 [view latest posts] |
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| sleep61 |
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General Member Since: Sep 16, 2007 Posts: 169 Last: Apr 18, 2008 [view latest posts] |
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| eganwotv |
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Deactivated Account Since: May 28, 2007 Posts: 961 Last: Oct 31, 2010 [view latest posts] |
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| sleep61 |
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General Member Since: Sep 16, 2007 Posts: 169 Last: Apr 18, 2008 [view latest posts] |
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| rob034 |
General Member Since: Jan 30, 2007 Posts: 72 Last: Mar 5, 2010 [view latest posts] |
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| .KiLL3R. |
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General Member Since: Oct 26, 2006 Posts: 1437 Last: Jul 3, 2017 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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