DoD Landmines

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DoD Landmines

Postby Tutorial on Sat Dec 31, 2005 2:09 pm

category
Day of Defeat: Source

description
Blow the crap out of an unsuspecting player.

keywords
dod, source, day, of, defeat, land, mine, mines, landmine, landmines.

Hey everyone. This is my first tutorial that I have poster here. I hope it helps everyone that needs it and hopefully I will have more coming soon.

Today, we are going to be learning how to make cool little landmines for Day of Defeat: Source.

1- First of all, You need to have a map to make it in. Either make a small, example map or open an existing map and pick a spot where you want there to be a landmine.

2- After you decide where you landmine is going to be, click the entity tool and select the entity called "env_explosion"

You'll need to change some of the perameters on this entity, like the name, so change the following.

Name: Mine1
Magnitude: I used 200, put you can play around. I just wanted to make sure it killed the person.

The other properties you can play around with if you want. You can also play around with the flags for it to get a better mine-looking explosion, but for simplicities sake, I just kept them all on default.

3- Now you'll need to select the brush tool and, using the texture "trigger", make a brush right off the ground around the env_explosion entity, like so...

Image

*Make sure the env_explosion is as close to the ground as possible, but not actually touching the ground.

4- highight the trigger brush, and tie it to the entity "trigger_once"
You can name it if you want, but you don't have to. Now, go to outputs for the trigger, and make a new output that looks like this...

Image

Output named: OnStartTouch
Target Entity: Mine1
Via this Output: Explode
Check Fire only once

5- That should be your landmine. If you want, you can add extra's like smoke, fire, or debris.

Now, if you want to make it reset after a time so you can make it go off more than once a round, this is how you do that.

-First of all, you have to change the trigger_once entity to a trigger_multiple entity.
-In the output for the trigger, uncheck "fire only once"
-In the properties for the trigger, add a number to "delay before reset" This is the number of seconds before the land mine will be able to be set off again. it should be at least a minute, I think.
-Last thing, you have to go to the flags for the env_explosion and check "repeatable"

That's it, I hope everyone can get it to work without too much trouble.

Example Map


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Postby -[Getty]- on Sat Dec 31, 2005 6:51 pm

I'm glad to see my tutorial is being put to use. The example map will be along shortly if anyone needs it, blink is hosting it for me and I emailed it to him this morning.
source-maps wrote:a Quad Core CPU , arent that like 4 cpus?


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Postby demonhunter on Fri Jul 28, 2006 10:10 pm

cool, im gonna put this in a map someday. but it wont be dod cause i havent gotten around to buying it.
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Postby oneshotkid on Sat Aug 12, 2006 2:07 am

I put it on mine..going to see what its like :)
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Postby [REG-A] Black Hawk on Sun Aug 27, 2006 9:41 pm

will this work for CSS/HL2?
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Postby MercX on Sun Aug 27, 2006 10:57 pm

[REG-A] Black Hawk wrote:will this work for CSS/HL2?


yes.
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Postby Spas12 on Sun Aug 27, 2006 11:00 pm

[REG-A] Black Hawk wrote:will this work for CSS/HL2?


you can view the one i made also.
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Postby Ace on Thu Mar 01, 2007 1:28 am

i was thinking about putting a strip of landmines in for the way to protect the spawn points, you go past a certain point and die. How can I do this so that it only works for just one team?
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Postby Mr. Happy on Thu Mar 01, 2007 2:19 am

Using a filter_activator_team will do you quite nicely!

Set the tigger's filter name property to the name of the filter_activator_name, then just set the appropriate team!
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Postby Redwing on Sat Apr 21, 2007 1:27 pm

Is it possible to make these deployable objects?

A bit like the laser mine from HL2.
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Postby -[Getty]- on Sat Apr 21, 2007 1:34 pm

not without coding behind the scenes, I believe.
source-maps wrote:a Quad Core CPU , arent that like 4 cpus?


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Re: DoD Landmines

Postby Juror #10 on Fri Oct 31, 2008 5:08 am

Hey Getty,

I have this all set up the way you have it. Here's what im doing. I have a ambient generic (using a grenade string) sound to preempt the env_explosion. On my trigger_multiple brush i have the sound OnStartTouch with 0 sec delay. and the explosion: OnStartTouch with a 1 second delay with "trigger once" unchecked with a "delay before reset" set at 60. On the mine i have repeatable checked and random orientation checked.

Start the map and i hit the mine (which i only have at 50 damage just to test the set up) and i can keep setting it off until i die. It's like the :delay before reset" isn't working...

Any ideas?


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Re: DoD Landmines

Postby stupid_medic on Fri Jan 23, 2009 7:53 pm

If i remeber correctly i have my delay set a 300 ms the mapping guy in my dod clan told me that that was in milliseconds so try increasing the number to something like 60000 as that is one minute and that should work
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