Call of Duty 5: Dynamic Entities : Ropes: Difference between revisions

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(New page: Image:nutshell.png This tutorial will show how to create ropes in COD:WAW. ==Introduction== The ropes created using the method that follow can be used in a variety of mapping situati...)
 
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'''Valid Keys:'''
'''Valid Keys:'''


<pre>
*<font color="yellow">length</font> - This will set the length of the rope, it will be auto calculated if not set.
*<font color="yellow">length</font> - This will set the length of the rope, it will be auto calculated if not set.
*<font color="yellow">length_scale</font> - This will sale the length of the rope giving it some more slack.
*<font color="yellow">length_scale</font> - This will sale the length of the rope giving it some more slack.
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*<font color="yellow">force_scale</font> - Sefaults to 1, decrease to have wind, bullets and grenades affect the rope less.
*<font color="yellow">force_scale</font> - Sefaults to 1, decrease to have wind, bullets and grenades affect the rope less.
*<font color="yellow">material</font> - Assign a material to use for rendering the rope, if not specified it will use a default rope texture.
*<font color="yellow">material</font> - Assign a material to use for rendering the rope, if not specified it will use a default rope texture.
</pre>
 
 


*For this example here are the values used:
*For this example here are the values used:

Revision as of 00:15, 21 December 2008

This tutorial will show how to create ropes in COD:WAW.

Introduction

The ropes created using the method that follow can be used in a variety of mapping situation:

  • Dangling objects
  • Between 2 posts
  • Telephone/electrical cabling

Theory: The rope is created within radiant, a rope entity is placed then a info_null sets the end of the rope and potential model target.

Dangling Objects

The example below will show how to get a dangling fish on a rope.

  • In radiant, in the 2d View right-click where you want the rope to start and select rope as shown below:



  • Deselect all and now create the info_null:



  • Noe deselect all again then select the rope entity first then the info_null and press W to connect them together:



  • Now selecting only the rope entity, press N to bring up the parameters for the rope;

Valid Keys:

  • length - This will set the length of the rope, it will be auto calculated if not set.
  • length_scale - This will sale the length of the rope giving it some more slack.
  • target - Specify info_null node to set the end point of the rope. info_null can then target a dyn_model/brushmodel or script_model/brushmodel to hook the rope to it.
  • target2 - Can be set to target a dyn_model/brushmodel or script_model/brushmodel to hook the rope to it.
  • health - Specify health on the rope and it will break if the dyn_model/brushmodel it is attached to takes damage. dyn ent must have health set also.
  • width - Cet the width of the rope.
  • force_scale - Sefaults to 1, decrease to have wind, bullets and grenades affect the rope less.
  • material - Assign a material to use for rendering the rope, if not specified it will use a default rope texture.


  • For this example here are the values used:



  • The rope is now ready, lets attach a model on the end
  • In the 2d View, right-click > Misc > Model, for this example i selected static_peleliu_dead_fish02
  • Place the fish/model on the middle of the info_null which represents the end of the rope:



  • Make the fish/model a dyn_model by Right-click in 2D view > Dyn > Model



  • With the model still selected, press N and tick the box for AUTO_GEN_PHYS_PRESET:



  • Deselect all, now we need to create a Dynamic Constraints Entity for the Fish/Model (also see HERE)
  • In the 2D view, right-click and select dyn > pointconstraint:



  • Place the new Entity exactly where the rope Entity is
  • With the newly created Entity selected, also select the Fish/Model and connect them by pressing W:


  • Final step is to connect the end of the rope (info_null) with the Fish/Model, select the info_null first then the Fish/Model and press W to connect
  • Now you can save this as a prefab and use in your Maps/Levels!