func_mortar_field
which was set to be controlled by a table (which I will later explain how to do). Also, when you reached the door, a seemingly random bombardment rained down upon you? That too was the func_mortar_field
. In this tutorial I'll show you how to make the 3 different kinds of func_mortar_field
, random, activator and table. Keep in mind that the func_mortar_field
is a brush-based entity. Okay, let's start off with...
func_mortar_field
perform random bombardments is easy. Just follow the directions below, which need to be set for the entity.
func_mortar_field
on random is triggered, it only attacks once and then goes into an off-state. So, you'll need to build up a small network of triggering and re-triggering to make the continuous effect you may be looking for. In the example map, I used a trigger_auto
and 2 multi_manager
s, which work like this:
trigger_auto
triggers first multi_manager
, called m1
.m1
triggers bomb (func_mortar_field
) after 5 seconds, at the same time triggers m2
.m2
triggers bomb after 5 seconds, triggers m1
at the same time, and so on.func_mortar_field
is triggered every 5 seconds, along with 4 as a repeat count. It makes for a very effective bombardment.
func_mortar_field
itself.
func_mortar_field
are:
Your func_mortar_field
should be set up the same as usual, except for the 3 below:
table
.momentary_rot_button
to control the x axis. In the example, it's called x
.momentary_rot_button
to control the y axis In the example, it's called y
.momentary_rot_button
's. Make 2 of them, with origins and everything. The following properties are for the x and/or y button:
func_mortar_field
, or else it won't work.momentary_door
's. I'll tell you about those in conjunction with momentary_rot_button
later.momentary_rot_button
entities and your done with that for now. The next part is the momentary_door
entities, which act as your indicators to what part of your map you are targeting. You'll need 2: one for each axis. Input the following values into the properties:
momentary_rot_buttons
. In the example map, it's "xdoor
/ydoor
")momentary_door
entities.momentary_door
goes before it stops. Basically, it's how far your momentary_door
can move (96 units in example map).momentary_rot_button
's. Now, let's make a button. Make the button out of anything - any texture will do, but I suggest using a button texture, for obvious reasons. Placing it somewhere in between your 2 momentary_rot_button
's is a good idea. Then, in the properties just make it target the func_mortar_field
. Test it and see if it works. When it does, see how accurate your bombings are compared to the table. When your happy with it, you're done!
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