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> Cannonfield Vmf, lots to learn
James Asner
post Feb 7 2012, 07:32 AM
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http://s391917436.onlinehome.us/maps/cannonfield.vmf

With plans to release new cannons soon I decided to release the VMF for cannonfield. If you didn't play this it's all phys_box cannons and a shit ton of logic. I studied usablecannons.vmf from SVN a lot and used a modified version of that cannon along with a ton of time spent on the valve developer wiki. The result was fucking exciting since I didn't think Hammer had that kind of power, so to have 12 usable cannons in multiplayer was amazing.

The limitations of phys_boxes really does set the maximum cannon count to 12. If you have ANY interest in the depths logic can play in your map this map is a great start. It's public now so use it however you like. Just remember to rename it.

http://s391917436.onlinehome.us/bg2/maps/cannonfield.bsp


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Hawke
post Feb 7 2012, 07:40 AM
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Certainly is interesting from the quick look I gave it. Sadly my use key is unbound so I couldn't test out the firing physics, but the models move nicely. I can see the wireframe on the UV though, I'm not sure if thats because they're test models or if it's a mistake.


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James Asner
post Feb 7 2012, 08:01 AM
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Fuck, wrong BSP, sry. That version I deleted cannon 6 and added a Propper model instead. It should be fixed now.

This post has been edited by James Asner: Feb 7 2012, 08:04 AM


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Koach
post Feb 7 2012, 08:33 AM
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Bind "e" "+USE" I think it's like that.


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James Asner
post Feb 7 2012, 04:10 PM
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QUOTE (Koach @ Feb 7 2012, 03:33 AM) *
Bind "e" "+USE" I think it's like that.


Santi, he's a dev. I think he knows.


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pollarpart
post Mar 12 2012, 08:47 PM
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how did you make the cannons?
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James Asner
post Mar 13 2012, 06:43 AM
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I'm not really sure what you mean but I'll try to answer.

usablecannons.vmf is part of the svn download. I used the logic from that (modified so it's easy to copy/ paste).

Then the carriages and wheels are func_physboxes built in hammer. That was the hard part and ultimately pointless as models are simpler to render. The great part about using brushes and not models is that the wheels move independently. They are "physically" connected to the carriage while other cannons in bg2 use two wheels as one piece with a phys_hinge connection to the carriage.

The barrel is a brush as well, but not a physbox. It's a momentary rotate button parented to the carriage. All the cannon logic is then parented to the barrel so as you move it up and down, it changes the shooting arc.

Lastly is the black button on the back (under the flag). That triggers a game_ui. W, A, D and S control thrusters parented to the carriage and I believe right click triggers a thruster to turn the carriage upright.

That's everything I can think of other than the logic that triggers a map win for one side or the other. But you didn't ask about that.


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