Projectile_Betty
Description
Bouncing Betty Projectile. This isn't an exploding mine trap, just a static model with a choice of 2 animations. It can, however, be used to create the illusion of a mine trap with the aid of triggers and scripting (see Notes below).
Keys
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angle:
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initial orientation of model in game (default: 0).
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angles:
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pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
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model:
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name of entity's model definition file (betty.def). Do not change.
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anim:
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default "Idle" animation alias name of model. Points to a .sam animation file in the model's .def file. See Notes below.
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scale:
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controls size of model in the game (ex: 1.0).
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alpha:
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translucency of model in game. Values are from 0-1 (default: 1).
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target:
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the entity this points to will be triggered when object is destroyed.
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killtarget:
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the entity this points to will be removed when object is destroyed.
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targetname:
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name referred to when controlled by a script.
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Spawnflags
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1
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NOT SOLID
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2
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NOT DAMAGEABLE
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Notes
The anim key cannot be used directly to change the model's initial animation in the game. A script with animation commands (anim, nextanim, animate, etc.) must be used for this. For this particular model, there are 2 possible animations: idle and detonate.
However, changing the value of the anim key in SinEd by using the + and - buttons in the entity dialog and using the "Toggle animations" feature (CTRL-A) can be useful for browsing the model's different animations directly in the 3D view. This information can then be used to set the animation commands in the script to the desired animations.
Here's a simple way to create a mine trap with this model:
- Give it a targetname and set the anim key to "detonate". Make sure the NOT DAMAGEABLE spawnflag is NOT set.
- Create a trigger_once brush and place it somewhere near the mine or simply around it.
- Set the trigger's "thread" key to the name of a thread (explode_mine in this example) which contain the following commands:
explode_mine:
$mine flags +explode
$mine animate
wait 2
$mine kill
end
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