func_mortar_field withnout panel? Created 19 years ago2005-04-29 17:50:19 UTC by Warrior Warrior

Created 19 years ago2005-04-29 17:50:19 UTC by Warrior Warrior

Posted 19 years ago2005-04-29 17:50:19 UTC Post #106411
Is it possible to make a func_mortar_field without the control panel? I am not sure if I made one ages ago but now I just cannot manage to make it :confused:
Posted 18 years ago2005-05-20 17:22:02 UTC Post #110323
Wow, took alout of time for some one to answer this one.

Make a multi manager that targets an ambiant generic thet plays that falling bomb sound and when it finishs that multi manager targets an Env_Explotion, it is very simple. Make more of these until you are stesfid. Now create a random targeting devise that starts on and targets those muli mangers.

Here is a link to an example map that explines how to make random triggering.
http://twhl.co.za/mapvault_map.php?id=2788
Posted 18 years ago2005-05-22 15:45:43 UTC Post #110539
No body wants to help him or nobody knows?
Posted 18 years ago2005-05-23 02:02:17 UTC Post #110558
Is it possible to make a func_mortar_field without the control panel?
Yes. http://collective.valve-erc.com/index.php?ent=func_mortar_field

The func_mortar_field defines the target area for the mortars. It can be triggered by any number of entities including buttons, multimanagers, etc. You may need to make several func_mortar_fields to get the effect you want. Experiment a little and you should figure it out.

Btw, the sound, mortar sprite, and explosion sprite are all automatic (no need for ambient_generic or env_explosion).
Posted 18 years ago2005-05-23 05:50:24 UTC Post #110586
Nice, I didn't know that. :nuts:
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