Ok, first a list of the entities that are used in this tutorial:
monster_osprey (big surprise), several
path_corner entities, two
monster_hgrunt entities, and one
info_playerstart.First of all, the
monster_osprey is a bit complicated and it is something you would want to start using if you are not confident in the use of WorldCraft.
Start off by placing the
monster_osprey somewhere in your map, then bring up its properties menu. The only thing that you have to do is to tell the osprey what
path_corner entity it should go to first. Now its time for the tricky part: the placement of the
path_corner entities! HAH! I've used those entities before, thats not so tricky!..........well yes it is, see the
monster_osprey doesn't have a "flight code" like the
monster_apache does. If you just place the
path_corner entities the
monster_osprey will just slide from
path_corner to
path_corner without turning or rolling.
In order to make the
monster_osprey behave properly you have to open the properties menu on the
path_corner entities, turn off SmartEditing and add the key
angles. The
value is based on three numbers, the first number is the pitch which will determine if the plane's nose is up (positive number) or down (negative number). The second number is the direction of the plane and works like the ordinary compass in WorldCraft. The third number is the bank value, it indicates how much the plane should bank (roll) and is used to make it look realistic when the plane makes a turn, if this number is positive the plane will bank to the right and if it is negative the plane banks to the left.
Before moving on there is one thing that you should remember, the plane will move according to the
path_corner in front of it. That means that the angles numbers should represent the movements that the plane should carry out on its way to that
path_corner. Now, you should enter the
new train speed value. When doing so you must be aware that the plane will normally only use the
path_ corners that have a
new train speed value of
300 or more. While the
path_corners with a lower number will only be used if the
monster_osprey has to deploy some grunts. Most of the time you would want to have 3
path_corners with a speed that is lower than 300. These should be placed between two of the "fast"
path_corner entities. The first "slow" path_corner should have a speed of 200 or something like that just like the last. The "slower"
path_corner should be placed right in the middle of the other two "slow"
path_corners and it should have a speed of 0 since this will tell the
monster_osprey that this is the place where it should drop the grunts. See the below image if you don't understand.
When you have made a complete circle of
path_corners you should make a gigantic room, remember that there has to be a lot of space around the
path_corners. Now just sit back, compile your map and watch the action!
More on the Osprey
You should know that the
monster_osprey will only work if there is
at least one monster_grunt on your map. This is because the
monster_osprey starts off by detecting how many grunts are in the same area and it will then "refill" that area if some of the grunts are killed and will continue to do so until the number of grunts is the same as when you started the map or when the
monster_osprey is killed. Well that's it. You should experiment a lot with the
Angle degree in order to make the
monster_osprey look realistic when it moves.
Note: This tutorial was written by GeeBee with help from Dave Waters. I (Brian) just edited the tutorial and posted it on the site.