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- Standard Shooters - from The QuakeLab
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- The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
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- TEXTURES:
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- ecop1_1 is a possibility. Up to you.
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- ENTITIES:
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- trap_spikeshooter (triggered) and/or trap_shooter (continuous fire)
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- WHAT TO DO:
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- Make a brush that depicts a shooter of some sort. The pyramidal
- shape is used often in id Software's levels. The gun tower is just
- a brush (it's a func_door in the MAP, so that it moves forward
- slightly when fired - this is unnecessary.)
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- Now that you've got such a brush, make a trap_shooter or trap_spike-
- shooter entity and place it just in front of the barrel/exit port of
- the shooter brush. If the entity needs to be triggered, give it a
- targetname and make an appropriate trigger to target it with.
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- OPTIONS:
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- Adjust the rate of fire by playing around with the 'wait' field. You
- can stagger multiple shooters by using the 'nextthink' field to delay
- the shooter's first shot. The 'superspike' flag can be set for
- bigger spikes or the 'laser' flag for lasers.
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