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Spotlights :: Surgeon
( Original Instructions by Mackey McCandish )
-------------------------------------------------------------------------------
These tutorials assume you are already familiar
with SDK (MOHRadient) or similar and know how to create
a basic room with a light, platform etc. See (Basic
room tutorial & Basic lights tutorial). Its
also assumed that you have read the documentation that
was released with the Editor. Remember to SAVE your
map on a regular basis!!!!!
This was written with the help of material found in
spotlight.scr
First things first. You need to create a basic room
(see First Room tutorial) of size 512x512 (or bigger)
Place your info_playerstart next to the left hand wall.
Create an ai_german_wehrmact_soldier near the right-hand
side of the map, opposite the info_playerstart. He will
be our gunner. With the gunner still selected press
I. This opens up the gunner's
AI menu. Enter these details as follows:
targetname mg42guy //
This sets the gunners name
target mg40 // This sets
the gunners target
In the pull down menus select the following values:
type_idle : machinegunner
type_attack: turret
In the turret box on the top right type:
mg40
You can also alter variable such as how far (in units)
the gunner can hear/see.
Note : It doesn't matter
which way the gunners facing
Press n again to return to the main screen. Ok so we
have our gunner setup but we need a gun for him to fire.
Create a "resting place" for the gun to sit
on (mines 48 unit high). Next right click on the map
to bring up the entity list. Select static -> weapon
-> mg42bipod. Make sure the bipod rests on top of
your "resting place"
Next open the entity list again and select turretweapon
-> german -> mg42. Now we want this to rest upon
the bipod. If you look at any entity it will have an
arrow in its box. The direction the arrow points is
the direction that the entity will point in. The other
end of the arrow (the start) indicates where the origin
of the entity. In the case of a turret_weapon it indicates
the point around which the gun will turn. Using the
smallest grid size possible manuver the gun's origin
onto the bipod. With the gun still selected select its
properties (n) and enter the following details:
targetname mg40 // This
sets the guns name. Notice its the same as the gunners
target.
When you return to the main screen you should see a
line with arrows running from the gunner to the gun.
Congratulations you have linked the gun to the gunner.
Before you move on, if you wish to create "fakebullets"
enter:
spawnflags 1 // this means
that the gunfire won't hurt you, which is useful if
u want to get a look at your handiwork without being
drilled.
For your next task, your going to create the spotlight
itself.
For this open the entity list again. Select script
-> model. This will give you a script_model (a model
that is associated with a prewritten script). Open up
its properties (n) and enter the following details:
model miscobj/searchlightbase.tik
// This sets the model for the script_model to use
targetname spotlight //
Sets the name. All scripted spotlights can use the same
name
target mg42guy // Sets
the target as our German gunner
#set 1 // Sets the spotlight
set as 1
#group 1 // Sets the spotlight
group as 1
Position the spotlight at a height (mine's about 64
units off the ground) It should really matter just now
if the spotlight floats in mid air - this is a tutorial
level, not an art gallery.
Ok so now that we've set the spotlights details you'll
see a line with arrows coming from the spotlight and
going to our German gunner.
Next we need several places for the spotlight to shine.
This is where the info_splinepaths entity comes into
play.
You need to place a loop of info_splinepath entites
in the places where you wish the spotlight to shine.
The first info_splinpath that you place needs the following
details:
targetname spotpath1_1
// This indicates that the spotlight is to shine on
this path (loop).
The use of the value is such :
spotpath#1_#2 Where
#1 is the #set value of the spotlight and #2 is the
#group value of the spotlight. ie if the spotlight belonged
to set 5 and group 2 you would use
targetname spotpath5_2
and target
path1 ie the next info_splinepath.
Obviously the next info_splinepath will have targetname
path1, target path2,
and so on and so on, with the last info_splinepath targeting
the first info_splinepath (spotpath1_1).
If you do this correctly the info_splinepath's will
have a line with arrows moving from entity to entity.
Ok, now we need to lay down a pattern (at least 5)
of script_origin entities (right click, select script
-> origin).
The script_origin's are the places the spotlight will
flick to when it is in "alert" mode - i.e
If the spotlight has illuminated you and you manage
to escape its glare, it will flick to several places
where you are most likely to be. Likely places include
cover i.e crates, etc.
For each one the details are:
targetname spotsearch
#set 1
#group 1
Again the #set and #group values indicate which spotlight
the script_origin's belong too.
Last but not least we need to allow the player to shoot
out the spotlight. This is done by adding a trigger.
So, select trigger->multiple, from the entity list.
Then place the trigger around the script_model that
is the spotlight. Open its properties (n), and enter
these details:
targetname spotdamage
#set 1
#group 1
spawnflags 128 // Or click
on the "damage" box
Lastly open up notepad. Add the lines :
Main:
exec global/spotlight.scr
Save the file as youmapname.scr (ie my map is called
test2 so my script is called test2.scr)
Save, compile and watch a gunner try to kill you if
you step into the spotlight. Have fun.
A quick explaination of the #set and #group keys that
we've been using.
The way it works is, spotlights that are supposed to
share proximity have the same #set value, but every
set of spotlight/ spotdamage/ spot searches have their
own unique #group to associate them together. So a bunch
of spotlights working together would all have #set 1,
but each set of spotlight/ spotdamage/ spotsearches
would have a different #group.
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