script_mover_tank_tutorial
step 1.
build a brush 128 by 128 by 32 high (turret) build an origin brush at its centre
place a brush (cylinder with endcaps)(or any brush) on 1 face of the turret brush (gun barrel) join these 3 (turret,origin and barrel) with a func_group
with the func_group selected select the enitity script_mover
key : scriptname
value : sherman_turret
klick solid which gives
key : spawnflags
value : 2
step 2.
build a brush 128 by 256 by 32 high (tank)build an origin brush at its centre
join these 2 (origin and tank) with a func_group
with the func_group selected select the enitity script_mover
key : scriptname
value : sherman
klick solid which gives
key : spawnflags
value : 2
step 3.
move the turret onto the top of the tank so that the origin brushes align in the z veiw (origin is the pivot point for the path_corners)
(tank and turret can be any shape and size as long as the origin brushes align )
the way this works is to use 2 script_movers running one above the other so that they can turn independantly
now place your path_corners we will use 8 for now (4 for the tank and 4 for the turret)
key :targetname
value :point_t1 (to point_t4 for the tank)
value :point_tt1 (to point_tt4 for the turret)
step 4.
build a brush (that your player will trigger when he/she stands on the tank turret) (use ladder brushes in your tank/turret group if your tanks to big to jump on)
apply the trigger texture to the brush
select trigger_multiple
key :target
value :tank_move
key :wait
value :0.5
key :random
value :0
coppy this brush so you have 4 that are at the same possitions relitive to the path_corners
(the turret will not move in this tutorial but the tank will (for turret rotation the faceangle and the trigger possition will need more attention to placement)
step 5.
now we need the target_script_triggers
first the tank
key :target
value :sherman_start
key :scriptname
value :sherman_move
key :targetname
value :tank_move
now the turret
key :target
value :sherman_turret_start
key :scriptname
value :sherman_turret_move
key :targetname
value :tank_move
both target_script_triggers will now be fired (connected by yellow lines) by the 4 trigger brushes.
step 6.
insert the entities below
team_ctf_bluespawn
team_ctf_blueplayer
team_ctf_redspawn
tean_ctf_redplayer
info_player_intermission
script_multiplayer (which needs key : scriptname value : game_manager)
thats it compile an close radiant coz it's scripting time :)