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This tutorial is fairly hard to understand
but if you follow it then there's no problem.
First load up Radiant and make your map, e.g. terrain,
AI, skybox.
I added a nebelwerfer (turretweapon-->german-->nebelwerfer)
and added a barbwire in front of it. I also added some
Germans.Give the nebelwerfer a targetname of "neb1".
Now the hard part. Add 6 info_waypoints
with each at the barrel of the nebelwerfer. For
example, I use one waypoint and give it a targetname
of "neb1_path1"
and a target of "t1"
or anything. So there are six waypoints, so each should
have targetnames of "neb1_path2",
"neb1_path3"
respectively and they're own "target"s. In
case you still don't understand, remember to download
the example map.
Again add 6 script origins
just in front of the waypoints, and with targetnames
"neb1_tube1",
"neb1_tube2"
respectively. REMEMBER that the origins must be together
with their waypoint, for example "neb1_tube1"
is together with "neb1_path1".
When you are done, it should look like this:
Ok, wasn't easy right? Wait till you see this!
Remember the target of our waypoint? Let's use "neb1_path1"
as an example. Ok, let's say our "target"
is "t1", so add
another info_waypoint with
a "targetname"
of "t1", and
a "target" of
maybe "t2". You
should see a line connecting them both. Ok, there's
a barbwire in front of the nebelwerfer, so if you just
drag the second waypoint "t2"
right all the way to where you want it to fire, chances
are that the rocket won't shoot. So, we have to make
a series of curving waypoints that fly up into the air
(not so high) and land down to the ground. So, continue
from "t2".
"t2"
will have a "target"
of maybe "t3",
which is up in the air, and "t3"
will have a "target"
of let's say "t4",
which we're gonna put on the ground. Whew! Understand?
When you're done, your waypoints should look like this:
Not that easy? Now for the harder part!
At the end of every waypoint,
e.g. "t1" to
"t4", we have
to add a script origin with
targetname "neb1_damage1"
for the set of "neb1_path1"
waypoint that came from the barrel right up to the ground.
So if your "neb1_path2"
has a target that reaches from one end to the other,
let's say "4",
you must added a script orign with targetname "neb1_damage2"
at waypoint "4".
Understand? Look at this picture and you will know:
You can see "t4d"
is my targetname of "neb1_path4",
making it more clear that it's the fourth (d) waypoint
from "neb1_path4".
But it's your choice to put any targetname. So at the
end of "t4d"
(neb1_path4's fourth and last
waypoint), we place the script
origin "neb1_damage4".
Now place a trigger multiple
with a targetname "neb1_detector"
where you want the nebelwerfer to start firing.
Save your map as test_nebelwerfer.
Get a cup of coffee to drink and come back later for
scripting.
//***
Move effect transporter back to the beginning
of the path for another run
local.tubename.origin
= local.pathname.origin
end
That's the scripting, which is hard to understand.
Just copy and paste it, remember, the targetnames and
targets I've shown you are essential, so do not change
them unless you know what's going on in the scripting.
Compile your map and play!
Word from the author:
I know this is a hard tutorial
to understand, even I took a long time too. Just follow
the instructions that I have shown you and there would
be no problem.
The example map I have included has 2 nebelwerfers
and 3 friendlies, although I know there's no need for
friendlies but I did it for fun, something like m3l3.
You may notice that you can die from the nebelwerfers
constantly firing at you, so maybe you can add a objective
to blow up the nebelwerfers. Read my other tut
on bombing things. Just follow the same instructions
but change the targetname of the thing to be bombed
to "neb1", which
is our nebelwerfer.
To add another nebelwerfer, you can 1)just name everything
else to "neb2_". 2)download the example map.
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