Download exampleThis tutorial explains how to create the airstrike like in the deathmatch maps of Crossfire and Doublecross. The included example map has a small outdoor area with an underground bunker. Ok, enough preliminaries. Let's get on with the tutorial!
From the Simple to the Complex...
First we're going to start off with a simple version of the airstrike, and I mean simple, and then keep adding to it. Make a button in your bunker and have it
target strike_multi. Give it a
Delay Before Reset value of
180. This causes the button to reset every 3 minutes (180 seconds). Now cover all of the areas affected by the strike with a brush. Tie this brush to the
trigger_hurt entity. Give it a name of blast. For
Damage Type put
Blast and for
Damage Amount put
200. The blast damage type causes gibs and the 200 damage amount makes sure everybody dies. There is one Flag we need to worry about. Make sure the
Start Off flag is checked. Now place a
multi_manager entity in the map and give it a
name of
strike_multi. Turn off Smart Editing and add a
key called
blast and give it a
value of
21. Add
blast again and give it a
vlaue of
22. Now compile your map, play it, then hit the button. In 21 seconds the
trigger_hurt will activate, killing anything in it and 1 second later it will deactivate. Pretty boring huh? Next, we'll add sound.
Place three
ambient_generic entities in the map. Give one a
name of
siren, the other a
name of
jet, and the last one a
name of
explosion. Go into flags and for each one make sure
Play Everywhere and
Start Silent are checked. For the jet and explosion ambient_generics, make sure
Is NOT Looped is checked. For the siren, the
path of the wav should be
ambience/siren.wav, for the jet the
path of the wav should be
ambience/jetflyby1.wav, and for the explosion the
path of the wav should be
Weapons/explode3.wav. Now go into the multi_manager and add the following
keys and
values:
siren,
.1 ;
siren,
16 ;
jet,
16 ;
explode,
21. Now compile and play the map. It's a bit more realistic isn't it? Next we're going to finish up by adding a door to the bunker as well as
env_fade, and
env_shake entities.
Now add a door to you bunker. Give it a
name of
door, a
speed of
25 and
Damage inflicted when blocked should be
100. Oh yeah, and set the
Delay before close to
-1. You can define whatever sounds you want. In the
multi_manager add
door with a value of
10 and then add it again with a value of
25. Next place an
env_fade in the level. Give it a
name of
fade and for
Duration put
4. In flags make sure
Fade from is checked. In the
multi_manager add
fade with a value of
21. Lastly, place an
env_shake entity in the level. Give it a
name of
shake, an
amplitude of
4, a
duration of
2, and the last attribute should be
2.5. In the
multi_manager add the key of
shake with a value of
21. We are now done with the airstrike! Play your level and admire your work.
More on the Airstrike.
This airstrike is mainly meant for deathmatch type levels, but it could be used in single player. Also this airstrike is as close to the ones in Crossfire and Doublecross as I could get them. I still can't figure out what sound Valve used for the explosion though. Also the main entity tying all of this together is the
multi_manager. This entity is a godsend. If we didn't have this entity, we'd have to use a bunch of
trigger_relays to get this to work.
This article was originally published on
69th Vlatitude.
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ambient_generic
entities sharing the same settings (targetname
, flags...) The only differences being the sound itself and the pitch value which are as follows:weapons/mortarhit.wav
debris/beamstart11.wav
weapons/electro5.wav