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Author Topic: Vehicles - For Orginal Counter-Strike  (Read 2275 times)
Steve Schmidt
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« on: March 04, 2005, 11:04:50 AM »

 Everyone wants a car these days, personally I believe if your wanting to pop in a vehicle then make sure its not the centre of attention of the map, more an added bonus unless your making a car map thing, hell, do what you want anyway


1. Make a vehicle facing west in top view

2. Take the origin brush, make a block and place it in the middle of your car, middle in both width and height seems best.

3. The origin brush is the pivot of the car you see.

4. Now select every bit of you car, and the origin block,

5. Now everything is selected, tie it to the func_vehicle entity.

6. So now you have a vehicle with the origin brush located in its middle, dont worry it becomes invisible.

7. Now the entity properties, set them to something like this:

(obviously change speed etc to what you want)


Vehicle name - car1
Render FX - Normal
Render Mode - Normal
FX Amount - 255
FX Color - 0 0 0
Pitch yaw Roll 0 0 0
First stop target - Stop 1 (for the paths, we discuss this later)
sound - car1
length of vehicle - it automatically does this for you so leave it
width of vehicle - same as above
height above track - ive found you need to play around with this is get in level with the floor. Try some different values and see where it gets you, try say 10 to start.
Initial Speed - 0
Speed - 600
Acceleration 1-10 - 8
Damage on crush - 50
Volume - 8
Bank angle on turns - 0
Minimum light level - just leave it blank



8. Now make some paths, entity is path_track, place them or try to place them inline with the origin brush, im not sure if you need 4 of them but it doesn't seem to make a difference. in the path track properties you only need to put in name and next stop target, so it will be as follows:

path_track 1 (stop 1 in pic)

name - stop 1
next stop target - stop 2

path_track 2

name - stop 2
next stop target - stop 3

and so on.. (link the stop 4 next target to stop 1).




9. So now we have a func_vehicle with its path tracks. All we need now are some controls. You should of entered a name for the car earlier when we fhlled in the func_vehicle, and that's important here. Now get the aaa texture and great a block where you want the controls, (ive found sometimes it goes weird and you have to move it about a bit which is annoying, but that's the way it is, Its suppose to be at least 64 units high) now tie your aaa block to the func_vehiclecontrols. Then in vehicle name put the name as car1, so it knows which car its controlling. (the vehicle control aaa block will become invisible in game)




10. And that's that, ive found you may have to play with the vehicle height to get it working nice, and the vehicle controls sometimes need moving.

11. Go and drive to the shops in your new made car.

(please note, you cannot add other entities such as lights to a vehicle)

(I do not take responsibility for the crashing of vehicles and hurting of peeps, always wear a seatbelt and watch out for crossing animals)


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SWAT_NP
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« Reply #1 on: July 13, 2005, 05:21:46 PM »

How do i make the wheels rotate while the vehicle starts to move?? Undecided
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Slackiller
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« Reply #2 on: July 13, 2005, 06:22:36 PM »

can not be done in HL1 engine (CS 1.6)
also see Ben the kuno's tutorial http://www.planethalflife.com/benthekuno/vehicles.shtml
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« Reply #3 on: September 27, 2005, 06:09:46 AM »

can we add in heavy mac guns in the vehicle?
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Slackiller
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« Reply #4 on: September 27, 2005, 02:21:15 PM »

can not be done in HL1 engine (CS 1.6)
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« Reply #5 on: January 23, 2006, 06:56:20 PM »

heh heh, I was having an awesome idea of having a door on a future car to make, and I suddenly got really excited, yet I had to realize a couple 'a secs later that that's not possible w/ HL Sad . What will I tell my trainees Cheesy lol
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« Reply #6 on: January 25, 2006, 04:55:44 AM »

Well slacker correct me if I am wrong but isn't there a rotation function tied to the HL1 engine? So theoretically you could seperate the wheels and put a spinner in the middle and groups the whole lot together? now of course the wheels would be moving 24/7 :\
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Slackiller
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« Reply #7 on: January 25, 2006, 09:32:11 AM »

you can make them rotate but not make them stay with the car.
car is an entity and the rotating wheels are an entity.  you can not have two different entitys together
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kobilica
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« Reply #8 on: February 21, 2006, 08:51:07 AM »

but you can parentet them , right?
iif u have parent just click the name of entity for what you want to be moved(brb i dont tell so god)
ok you have the car then you make wheels func_rotating and parented him with a car (if u have name of car F1 tipe to wheels where is parent that name)
but you must set when start the car moving forward or back will be the wheels too start moving forward or back
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Slackiller
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« Reply #9 on: February 21, 2006, 08:54:42 AM »

not in cs1.6
there is no parenting in hl1 engine

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« Reply #10 on: February 21, 2006, 09:09:34 AM »

I don't believe rotates can move past their origins. Might be doable in source, but that is obsolete now with drivable models in HL2 and just is not possible in CS:S. What you can do to fake moving tires are to  use animated textures. Just find a wheel pic and rotate the pic and save in wally in series using the +0textname, +1textname, +2textname, etc...  format. The only problem is the wheels will spin all the time.  You have have up to 10 frames and you cannot control the frame rate.
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