Mortar Field
By Mxthe
Warming Up
We need various entities to make the mortarfield work...
This is a technique i used in 2 of my maps, fy_battlefield and fy_ww1
Theses maps were not really, maps they were more like...Examples
Here are to download them.
http://www.pcgamemods.com/mod/12220.html
The idea of that mortarfield is, to make explosions move parented to an invisible platform wich moves around the map, and the explosions blow at radom time, with an incoming sound before.
The Movement
The invisible platform must be a func_tracktrain,
Create a 128 X 128 nodraw brush , thin, and tie it to func_Tracktrain.
Name : MortarTrain
DisableShadow : yes
DisableReceivingShadows : yes
FirstStopTarget : MortarTrack1
StartSpeed : 500
MaxSpeed : 500
Go in flags, and check :
No Pitch (X-rot)
No User Control
Passable
Then place various path_track around the map, wherever you want your mortar to blow randomly, his path must finally come back to its starting position.
Name the first path_track : MortarTrack1
The Explosion
Above the platform, place various env_explosion, 3 at the base, diagonally placed, then up and up until one env_explosion on the top, put it like a pyramid, put some space between the env_Explosions so it wont be too concentrate. When they are place, select them all and :
Name : ExplosionMortar1
Parent : MortarTrain
Magnitude : 180 (Its small, but there are a lot, so its a lot)
Go in flags, and check Repeatable
Now you got a quite big explosion, if its too big for your taste delete a few env_explosion.
Now if you want more effect, you can add an env_shooter and make it shoot gibs of rocks.
Parent the env_shooter to MortarTrain
And pick the model from the debris folder
Simulate a physic and choose the rest.
The Sounds
So now, we should have an explosion moving around the map, but we want some sounds like an incoming sound.
Put an ambient_generic, in the air approximatively in the center of all the env_Explosions.
Name : MortarIncomming1
Sound : Search for the mortar incomming sound
Volume : 10
MaxAudibleDistance : 4500
SourceEntityName : MortarTrain
Then if you want another sound for when the mortar explodes, you can put a new ambient_generic and do the same.
Making It Blow
To make it blow, is the best part.
Place a logic_timer somewhere in your map:
UseRandomTime : yes
MinimumInterval : You can choose
MaximumInterval : You can choose too
Then go in outputs :
Ontimer : MortarIncomming1 Playsound Delay 0
OnTimer : ExplosionMortar1 Explode Delay 1
And thats it, if you put an env_shooter, just add
Ontimer : Env_shooter Shoot, Delay 1
Allright compile and its done!