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Firing Nebelwerfers :: mohaa_rox
------------------------------------------------------------------

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.

//test_nebelwerfer
//architecture:mohaa_rox
//scripting:mohaa_rox

main:

level waittill prespawn

exec global/ambient.scr m3l3
exec global/friendly.scr

level waittill spawn

$player item weapons/thompsonsmg.tik
$player item weapons/m2frag_grenade.tik
$player ammo smg 300
$player ammo grenade 5
$player useweaponclass smg

thread nebelwerfer1_setup

nebelwerfer1_setup:
$neb1_detector waittill trigger
wait 4
for (local.rocketnum = 1; local.rocketnum <= 6; local.rocketnum ++)
{
local.tubename = $("neb1_tube" + local.rocketnum)
local.pathname = $("neb1_path" + local.rocketnum)
local.damagename = $("neb1_damage" + local.rocketnum)
thread nebelwerfer_launch local.rocketnum local.tubename local.pathname local.damagename
wait 0.2
}

wait 10
goto nebelwerfer1_setup
end

nebelwerfer_launch local.rocketnum local.tubename local.pathname local.damagename: //these 2 lines are together

local.rocket = spawn models/fx/fx_nebelwerfer.tik

local.tubename playsound nebelwerfer_launch

local.rocket.origin = local.tubename.origin
local.rocket glue local.tubename

local.tubename flypath local.pathname 4500 2000
local.tubename waitmove

local.rocket remove

//*** Dirt impact visual effect spawned and animated

//local.blastname = spawn models/emitters/mortar_dirt.tik
local.blastname = spawn models/emitters/mortar_dirt_nebelwerfer.tik
local.blastname.origin = local.tubename.origin
local.blastname anim start

//*** Shake the player's view hard

exec global/earthquake.scr .03 .05 0 0 //original .13 2 0 0

//*** Radius damage projected from impact point at end of //waypoint path

local.damageamount = 360
local.damageradius = 650

radiusdamage local.damagename.origin local.damageamount local.damageradius

wait 3

//*** Remove the effect

local.blastname remove

//*** 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.

[ Download the Example Map ]

Need any help : Ask in the Forum

 
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