Whirlingdervish
Clan Q2C
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Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Jun 17, 2006 16:09:03 GMT -5
I noticed you guys seem to like the lasers and such and I made some other guns that I was contemplating using in other stuff, but I don't mind sharing! If you like these you can use them in your maps, change them and do whatever you want with them. I made a zip with the textures and the map files in .map and .qkm formats. (Made them both with quark) dervish.tastyspleen.net/files/gunmodels.zipheres some screenies: enjoy!
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Post by Yun on Jun 17, 2006 17:41:56 GMT -5
Nice touch with the glass!
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Post by grieve[Q2C] on Jun 17, 2006 19:35:01 GMT -5
wow, some nice toys there. looks like you are a gifted gunsmith, derv. I see a possibility of trying one of these in a map.
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Post by Paril on Jun 18, 2006 21:42:08 GMT -5
Nice. When I start making maps again this summer for StroggCTF (Happy?) , I will definetely use these for base defense -Paril
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Post by grieve[Q2C] on Jun 19, 2006 9:17:19 GMT -5
can you turn them into automatic robo turrets in your mod ? which can pan by themselfes and aim on enemy targets ? this would be great stuff. Awaken2 has turrets, but I guess they can't pan and move.
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Jun 19, 2006 11:50:19 GMT -5
thats what I've always wanted too... defensive turrets minus the turret_driver. Why have some ugly strogg hanging off the back of it when it would be entirely believable that a laser turret might be automated?
offensive turrets that you could sweep across an area would be sweet, but hard to make with the stock quake 2. We'd have to design a new entity or two to control it and the postition of the target_lasers and set up some binds that don't interfere with normal play. (I'd suggest the old arrow keys but wixen1 uses those for movement)
I've frequently wanted to be able to emit a plane of laser beams instead of just a ray too. I want something much more area effective than a single beam, or a spray of blasters. a plane seems to be the best way to describe it though...
I can envision a broad swath of death that comes out parallel to the ground and sweeps out in a wedge shape frying whole lines of advancing enemies...
the only way I've been able to kinda duplicate this effect so far has been a low power target_laser targetted to a very very fast moving func_train that goes back and forth on a straight track. it just doesn't work quite well enough for me..
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X7[Q2C]
Clan Q2C
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Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Jun 19, 2006 12:36:15 GMT -5
Lazarus Quake2 Mod: Entities
Turret_breach
The Lazarus version of the standard Quake2 turret_breach brush model goes way, way beyond the enforcer standing on the artillery piece. There's lots and lots of things you can do with them now:
* Player-Controlled Turrets: Traditional ride-on turrets may be controlled and fired by the player, using the PLAYER spawnflag. In a single-player game you can kill the driver and take over his turret. Simply hopping onto the turret at any point 32 units behind the turret origin puts the player in control, complete with unlimited ammo. Jumping causes the player to abandon the turret. * No-Driver Turrets: Turrets can dispense with the turret_driver entirely, acting as a Rogue-like (Ground Zero) automated turret. But since they're brush models, you can have variety in design. No-driver turrets need the TRACK spawnflag set. * Not Just Rockets: Multiple weapon firing modes are available by setting the sounds key. Rate of fire is adjustable by using the wait key. Turret firing can also be suppressed entirely, so you can build a security camera that tracks monsters and players. * Remote-Control Turrets: With the addition of a func_monitor, the player can control the turret (or camera) remotely. Aiming is accomplished using the normal freelook or turn/pitch commands. Attacking is done as you would expect, except you have unlimited ammo :). Multiple turrets can be accessed and controlled from the same location, if the turrets share the same targetname. Switching from one turret to the next and back again is done using any of the normal strafing commands. Turret access order from a single func_monitor is determined with its count key. * Ambush Turrets: The TRIGGER_SPAWN spawnflag allows you to keep a turret from appearing in an area until you want it to be there. Even better, you can have true popup turrets by using the movewith key. * Roving Turrets: The movewith key can be used to have turrets roam around the room rather than just being fixed in one place. And yes, they'll fire on the player the whole while. * Player-Destroyable: The turret_breach can be made to be "killable" and destroyable by assigning health and gib_health values. Separate events can be triggered at the moments of both the turret's death and its destruction, with the use of deathtarget and destroytarget keys. * Activity Indicators: Turret_breach and turret_base can use animated textures, and are animated only when "owned" by either a player or turret_driver. This is useful for creating pulsing indicator lights. See either turret.map or turret2.map in the examples. (You'll need to start a deathmatch or coop game to see this feature working in turret2). * Difficulty Varies with Skill Level: TRACK turrets automatically scale their difficulty, based on skill value. As skill gets harder, the turret will fire more frequently (see wait). Also, the turret will track your movements more closely on higher skill settings. When skill=0, the turret will follow the target's last position (normal Q2 targeting), when skill=1, it will follow the target's current position, and when skill=2, the turret will lead the target. Fast-turning turrets with instant-hit weapons are pretty deadly on hard skill, but are not impossible to avoid as long as your circle-strafing is up to it.
Player-control of the ride-on turret is straight from MapPack, with minor modification.... thanks to Mr. Ed for making the source code available, but more importantly for getting this thing working much better than the MapPack original.
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Jul 28, 2006 13:42:42 GMT -5
Also you could put the enforcer above or below ground. I made an arrow that points at you to test this out . - Mike
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Post by Paril on Jul 29, 2006 21:21:50 GMT -5
... Actually, every mod with turrets, the turret is a monster. I'm the coder here -Paril
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toad
Flyer
Posts: 13
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Post by toad on Jun 7, 2007 0:09:34 GMT -5
The uploadgenie link appears to be failed. These guns look awesome, and I need a good laser for a map I'm making (putting the final touches on the brushwork now, and beginning lighting). Can you please upload this again? I'll also idle in #q2c when I'm around.
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Jun 8, 2007 10:28:40 GMT -5
link is fixed.
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Jun 8, 2007 10:54:57 GMT -5
Thanks WD
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Post by Wixen1 [Q2C] on Jun 8, 2007 18:54:45 GMT -5
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toad
Flyer
Posts: 13
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Post by toad on Jun 11, 2007 13:36:27 GMT -5
Thanks again! I got then opened in Quark just fine. They look great in action, especially the giant ring and laser + blaster beam gun. I'd like to use one of them in an entitylicious map I'm finishing up for Action Quake2, but I can't get it to load in GTKRadiant 1.5 or 1.3.12. I even tried compiling it, then decompiling it with win2bspc. Is there a compiler I can use besides timbsp39 or the GTK q2map compiler that will get me a decompiled result that will work in GTKRadiant, or should I just stop being such a mapping noob and learn how to use Quark?
I'll post the .maps for the missile launcher, airstrike, horrifying whirlpool of death, and cessna WWI style drive by machinegunning in my map once I finish tweaking them.
Edit: NM, got it, didn't realize Quark saved in a floating point number scheme. Had to redo entities but got it working.
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hardcoal
Quake 2 Mapping Club
https://www.dropbox.com/sh/1u0e3xjmgw78yko/AAA7sf5Gjxea5Vcdta3NnFpda
Posts: 110
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Post by hardcoal on Jul 2, 2007 10:07:55 GMT -5
nice work i liked the guns
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