misc_stroggship
These are trickey to get
going, but this short tutorial should clear things up a lot.
1.Firstly, create a pretty
big outside area (512x512x512) and place your info_player_start in there. Create a long
hollow brush on top of your outside area, and subtract the opening between them. Make sure
this upper hollow brush extends far beyond the sides of your lower area. The ship must be
concealed while it sits and waits at one end of its fly by.
2.Place the misc_stroggship
entity at one end of the upper area, and be sure to rotate it so it's facing the correct
way ("angle" keys do not affect it's direction). The default is for the ship to
be pointing towards 90, or "up" when looking at your top-down editor window.
3.You will need at least 5
path_corners, 4 right near the misc_stroggship, and one at the far end of the flyby, at
the opposite end of the upper area.
4.Place a trigger_always near
the misc_stroggship.
5.Place a target_speaker near
the misc_stroggship.
6.To simplify things a bit,
here's a chart showing how all the entities are tied together to make the ship fly
correctly:
The Ship, which is targeted to the first
path_corner, and is triggered by the trigger_always. Just keep in mind this simple
method: The ship must be started with trigger_always, and goes from one path_corner to the
next, each having a significant event. The first stop makes the ship wait 10 seconds; the
second stop plays the flyby sound; the third stop makes the ship hesitate a second to sync
the flyby sound up; the fourth stop is where the ship flies to; and the fifth stop is back
where it flies from again.
Here's a sample map showing this example.
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