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.
This article was originally published on 69th Vlatitude. TWHL only archives articles from defunct websites. For more information on TWHL's archiving efforts, please visit the TWHL Archiving Project page.