M
Mindcrime
How do any of you guys feel about including BF2 style artillery in a TF2 map?
While creating a new map, I got wrapped up in some entity making. It launches 4 propane tanks up into the air. They slowly fade out and "die" a no-gibs death before 4 tanks spawn further down the map, exploding when they land.
The landings and explosions are controlled by logic_cases so they're randomized every time they launch and they're set on a respectable variance as well. The only guarantees are that they will land somewhere inside of this target area and that 4 tanks will explode before the button resets - when, where and how are all left to chance.
It's not an insta-death explosion like Battlefield 2's artillery is, but it sure does stop a scout rush in a hurry A Heavy that gets sandwiched between two of these will also be picking up his limbs afterwards.
While creating a new map, I got wrapped up in some entity making. It launches 4 propane tanks up into the air. They slowly fade out and "die" a no-gibs death before 4 tanks spawn further down the map, exploding when they land.
The landings and explosions are controlled by logic_cases so they're randomized every time they launch and they're set on a respectable variance as well. The only guarantees are that they will land somewhere inside of this target area and that 4 tanks will explode before the button resets - when, where and how are all left to chance.
It's not an insta-death explosion like Battlefield 2's artillery is, but it sure does stop a scout rush in a hurry A Heavy that gets sandwiched between two of these will also be picking up his limbs afterwards.