Submitted by
Gard on Sat, 2003-11-08 03:39.
Quake 2
User Controlled Turrets - Fishman
turret_breach, turret_base, and turret_driver all must be
used together to create those cool gun turrets that are in 2 of the quake2
levels. These entities are by far the hardest I have come across to use in a
level and only advanced level editors should attempt this. I would of never of
figured it out if it wasn't for steve at the
quakelab
telling me to specify an origin for the turret_breach and turret_base. We will
get to that though in due time.
The first thing you need to do is to create the gun. This might take
awhile to make it look good. Here is a shot of the id one:
You must also make everything orientated towards angle 0(straight right
from a top view), The trick is to kind of make it into 2 parts. The barrel
and the base. the barrel is the part that is going to be the turret_breach
and the base is going to be the turret_base. Also take into consideration that
the creature driving the gun will be standing on the turret_breach so actually
the turret_breach will include the barrel and the platform that the
turret_driver will be standing on. Here is another visual example to show you
what the hell I am talking about:
Here is the barrel which includes the barrel and the platform for the driver to
stand on(turret_breach):
Here is the base(turret_base):
Here is the barrel(turret_breach) and the base(turret_base)
together:
Once you get these 2 parts made then you must select the barrel and make it a
turret_breach, and select the base and make it a turret_base. Now you must
give the turret_breach a targetname. So for this example lets give it a
targetname of breach. targetname=breach. The turret_breach and the
turret_base go together so they must be teamed. To do this give each of
these entities the key value pair team with the same value. For this
example lets give them a team name of gun. So on both the turret_breach
and the turret_base there should be a key value pair of team gun Now you
must decide which direction you want your gun to point in the game and set the
key value pair angle to what ever direction you want the gun to point.
BOTH the turret_breach and the turret_base should have the same angle. For
this example we will set the angle to be 180. angle 180.
Next thing you must do is create the target that the gun will shoot at. To do
this you must create an info_notnull entity and place it at the tip of the
barrel and give it a targetname. For this example our info_notnull will have
a targetname of tip. targetname tip. Then set the target of the
turret_breach to the info_notnull. target=tip.
Next thing you need to do is to create the turret_driver and target it to the
turret_breach. target=breach. Place the turret_drive where you want him to be
standing(on the platform you made him on the turret_breach).
Now to the part that I couldn't figure out but steve at the
quakelab helped me
out on. For the turret_breach and the turret_base you must have a brush set as
an origin brush. These will keep gun from rotating all around the room and
looking really messed up. So the turret_breach must have an origin brush
and the turret_base must have an origin brush. To make a brush an origin
brush you must change the surface property of that brush and set the
origin flag. This is done differently for each editor. Check your manual. It is
better to select origin brushes that for breach and the base that are near each
other. Here is a diagram of what brushes i made into origin brushes.
Thats about all there is too it. As you can see this is a very difficult
entity to use. Not very fun at all. I urge you to download my
example map if you are going to try do this. If you still
have problems post your question in the
Rust forums and someone will give
you a hand.
Timing in Quake 2
Entity Properties