msleeper Tilt!
Joined: 12 Dec 2004 Location: Atlanta, Jawjuh
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Map Title : Source Chariots Source + Vehicle Base
Map Version : 1.0
Author : Mitchell "msleeper" Sleeper
E-mail : msleeper@gmail.com
Website : http://www.msleeper.com/
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Game : Half-Life 2, Half-Life 2: DM
Supported Gametype : Singleplayer
: Multiplayer
: Deathmatch
: Team Deathmatch
Map Size : 2-16 : Medium Map **SEE ADDITIONAL NOTES**
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Contents of this Package :
readme.txt
sc_razoonta.vmf
vehicle_base.vmf
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Installation Instructions:
Extract the contents into your sourcesdk_content\hl2mp\mapsrc
directory, open up Hammer, and enjoy.
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Construction Time : Approx. 12 days
Custom Content : Map
Known Bugs : Players who are in the Prisoner Pods do not
have a visible model. Blame Valve.
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Credit to Other Authors :
Xirex for helping me go above and beyond what I originally
had planned.
OnboardError for running the 6/28 - 7/11 Innovation
Challenge.
George Lucas for inspiration.
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Additional Notes :
The controls for the chariots are as follows:
Foward = Throttle Up
Backward = Throttle Down
Strafe Left = Turn Left
Strafe Right = Turn Right
Primary Attack = Turbo Booster
Secondary Attack = Emergency Airbrake
The left gauge in your HUD is your current throttle. When
you press the Throttle Up button, this gauge raises and your
chariot begins to move foward. If you don't hold this
button down, then you will slowly lose momentum and
eventually come to a stop.
The right gauge in your HUD is your engine's temperature.
The more you hold down the Throttle Up key and the more
often you Turbo, the higher up this gauge will go. When it
begins flashing, a warning will sound and your engines will
begin to smoke. If this gauge maxes out, then your engine
smoke will turn black and you will lose the ability to
accelerate until the temperature comes back down.
The three ways to cool your engines is to either 1.) not
hold down the throttle, 2.) press the Throttle Down key, and
3.) use the Emergency Airbrake.
The "vehicle_base.vmf" is a base to use for creating vehicles.
The groundwork for the user controls, the logic_compares,
game_ui, and prisoner_pod entities are all there and ready.
Pressing any of the mappable controls (foward, backward, left,
right, attack, and attack2) will turn on sprites infront of you.
All you have to do now is remap the controls to do other
functions instead of turning on the sprites.
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Technical Details :
The chariots are 100% physics driven. All of the thrusting
is done dynamically, unlike other phsyics vehicles which
simply turn thrusters on and off. All of the throttle is
controlled by the turbines in the front of the engines.
While you can't see it while driving, the turbines spin and
control the speed at which the racers go. The throttle gauge
is a visual representation of the 0-100% scale at which the
turbines are spinning. This scale is then applied to the
foward thrusters, and raises and lowers as the turbine spins
faster and slower.
There are no static phys_constraints in the entire system.
The engines are held together by a set of springs and
slideconstraints, and the engine connnects to the pod by a
group of lengthconstraints. The cockpit is literally dragged
behind the engines by their sheer force.
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http://www.msleeper.com/ October 8, 2005
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Download:
http://www.msleeper.com/
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Last edited by msleeper on Fri Jun 08, 2007 1:50 am; edited 4 times in total |
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