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Making a Remote-Controlled HELICOPTER.
Difficulty: Advanced
Category: CS:S > MappingAuthor(s): Zinen

This is a copy of the great tutorial i found on
www.iwannamap.com on that site there are pics and stuff. i know its long but when you done you be so happy to have a heli in you map ;D......
i made a heli from that site and it worked
___________________


Yes, remember the chopper from surf_meh_chopper? We're gonna make one of those, seeing as I learned the components and procedures from surf_meh_chopper_d.vmf, we shall take the examples from this file.

This is a list of the entities you will need.
func_physbox (Brush: Helicopter bodywork).
func_rotating (Brush: Helicopter's propeller(s)) *Optional*.
game_ui (Point: I don't know what this is meant to do, actually, but I think it tells the Helicopter that it's user-controlled).
phys_keepupright (Point: without this, the Helicopter will tumble and pitch, self-explanatory).
phys_thruster x5 (Points: Allows for Helicopter movement; Fowards, Backwards, rotate left, rotate right, rise and finally - fall).
logic_compare x3 (Points: these will interpret your commands and act upon the Helicopter)
ambient_generic (Point: For use with the func_rotating propeller, this entity adds sound. Use this one: npc/attack_helicopter/aheli_rotor_loop1.wav).
func_button (Brush: The main control panel for your chopper, one character will stay behind to use the helicopter).

Ok, the first step is to create the basic bodywork for your Helicopter, make sure the walls are nice and thick, thin walls are easy to fall through, especially in popular (crowded) servers where lag roams. To give you a basic idea of what you're shooting for, Here's how I did mine:



Soon I'll find out how to add guns on this baby! :-d
Anyway, this is basically what the standard layout is (except I enlarged the craft and added wings).

Now, Once you've built your Chopper (Make sure you have those nice thick walls and a mounting ladder) Highlight everything (but not the ladder if you made one for it) and make it a func_physbox, now, this is still past incomplete, the only way it'd take off is if you shot it with 20 bazookas at once, or destroyed the ground beneath it... Ok Call your func_physbox "heli1" (if you plan on having more than one Helicopter, which would be cool, then call THEM "heli2", "heli3" etc...). Ok, this gets a tad complicated to explain, so bear with me.



These are the entities for the chopper. recreate this scene.

The Entity on the Tail is a phys_thruster, for this entity, enter the following into the criteria:

Pitch/Yaw/Roll (X Y Z) = 0 180 0
Name = heli_thruster_backward
Attached Object = heli1
Time of Force (0=inf) = 0
Force = 400
FLAGS
( )Ignore Pos
( )Start ON
(O)Apply Force
(O)Apply Torque
(O)Orient Locally
(O)Ignore Mass

Thats it for now, anything specific you add to heli_thruster_backward will arrive in the input window here....

The Entity INSIDE the chopper cockpit is the phys_keepupright, not much stuff is needed here.

Name =
Pitch Yaw Roll (XYZ) = 0 0 0
Target Entity = heli1
Angular limit = 100
FLAGS
( ) Start Inactive

Done, and nothing new will come up here, you're set away with this entity for good...

The entity UNDER the Helicopter is the phys_thruster, responsible for rising and lowering.
Pitch Yaw Roll (XYZ) = -90 0 0
Name = heli1_thruster_up
Attached Object = heli1
Time of Force (0=inf) = 0
Force = 2000
FLAGS
( )Ignore Pos
( )Start ON
(O)Apply Force
(O)Apply Torque
(O)Orient Locally
(O)Ignore Mass

Done here too, for once, we're almost there!

The entity at the nose of the Helicopter is the phys_thruster responsible for foward movement.
Pitch Yaw Roll (XYZ) = 0 0 0
Name = heli_thruster_forward
Attached Object = heli1
Time of Force (0=inf) = 0
Force = 400
FLAGS
( )Ignore Pos
( )Start ON
(O)Apply Force
(O)Apply Torque
(O)Orient Locally
(O)Ignore Mass

One entity at a time... We just have the rotational phys_thrusters to do, then we will move on to harder stuff...

The entities on either front corners are the left and right phys_thrusters, As these two phys_thrusters are on the same plane, I will list them together.

Name (left thruster) = heli_thruster_left
Name (right thruster) = heli_thruster_right
Attached Object (both) = heli1
Time of Force (0=inf) (both) = 0
Force (both) = 180
FLAGS (Both)
( )Ignore Pos
( )Start ON
(O)Apply Force
(O)Apply Torque
(O)Orient Locally
(O)Ignore Mass

... Hurrah, we have 3 entities left, and the next one is not very easy, despite it's lack of content.

The entity in front of the heli_thruster_foward thruster is the game_ui, a saddeningly empty yet hard to do brown cube. Copy the output data PRECISELY, the plane1_compare entities will come later. But for now, JUST COPY!

Name = plane1_ui
FieldOfView = -1.0
OUTPUT
My Output > Target Entity Target Input Parameters Delay Only once
-------------------------------------------------------------------------------------
AttackAxis plane1_compareZ SetValueCompare 0.00 No
XAxis plane1_compareX SetValueCompare 0.00 No
YAxis plane1_compareY SetValueCompare 0.00 No

(Note, This is ASCII formation, it might screw up in the submission, and if that happens, I'll submit it in the comment section below.)

FLAGS
(O)Freeze Player
(O)Hide Weapon
(O)+Use Deactivates
(O)Jump Deactivates

Thats game_ui done, now to do it 3 more times with the logic_compares.
In front of the Chopper you can see 2 logic_compares, but there are 3.

Name = plane1_compareZ
Initial Value = 0
Compare Value = 0
OUTPUT
My Output > Target Entity Target Input Parameters Delay Only once
---------------------------------------------------------------------------------------
OnEqualTo heli1_thruster_up Deactivate 0.00 No
OnGreaterThan heli1_thruster_up Activate 0.00 No

Next One

Name = plane1_compareY
Initial Value = 0
Compare Value = 0
OUTPUT
My Output > Target Entity Target Input Parameters Delay Only once
-----------------------------------------------------------------------------------------
OnEqualTo heli_thruster_forward Deactivate 0.00 No
OnEqualTo heli_thruster_backward Deactivate 0.00 No
OnGreaterThan heli_thruster_backward Deactivate 0.00 No
OnGreaterThan heli_thruster_forward Activate 0.00 No
OnLessThan heli_thruster_forward Deactivate 0.00 No
OnLessThan heli_thruster_backward Activate 0.00 No

Last One (Dude, that last one SUCKED!)!

Name = plane1_compareX
Initial Value = 0
Compare Value = 0
OUTPUT
My Output > Target Entity Target Input Parameters Delay Only once
-----------------------------------------------------------------------------------------
OnEqualTo heli_thruster_left Deactivate 0.00 No
OnEqualTo heli_thruster_right Deactivate 0.00 No
OnGreaterThan heli_thruster_right Activate 0.00 No
OnGreaterThan heli_thruster_left Deactivate 0.00 No
OnLessThan heli_thruster_left Activate 0.00 No
OnLessThan heli_thruster_right Deactivate 0.00 No

YEES! the nightmare is finally over, Now for the func_button Control Panel. Lucky, this bit is well easy! :-)



Build something like this (for the button texture, props/elevatorbutton003b) And func_button it...

Leave all values unpressed unless stated here.
Name = heli_controls
Speed = 0
OUTPUT
My Output > Target Entity Target Input Parameters Delay Only once
-----------------------------------------------------------------------------------------
OnPressed plane1_ui Activate 0.00 No

FLAGS
(O)Don't Move
( )Toggle
( )Touch Activates
( )Damage Activates
(O)Use Activates
( )Starts locked
(*)Sparks *Just for a nice effect ;-)


WE ARE DONE MAKING YOUR HELICOPTER, NOW TAKE IT FOR A SPIN!



________________________________________
have fun i hoped you all haved fun with your heli, i had :D
Added: 2 years agoTags: making, remote, controlled, helicopter, hammer
Feedback (9)
paumonsu .
BananiteY2M
Posted 2 months ago
Posted by zinen

Posted by paumonsu

Does it still work? Because I've done all the thing and it doesn't work

Well i did this just 2 weeks ago, so i guess, YEA!
You could just had made something wrong, redo it all or try find the error.
If you want i can upload a .sav or something for you. But doing it yourself would give you experience and maybe you'll learn something new ;)


Doesn't matter, thanks. I fixed it some weeks ago :D
- Bananite
zinen .
WeeeeeY2M
Posted 2 months ago
Posted by paumonsu

Does it still work? Because I've done all the thing and it doesn't work

Well i did this just 2 weeks ago, so i guess, YEA!
You could just had made something wrong, redo it all or try find the error.
If you want i can upload a .sav or something for you. But doing it yourself would give you experience and maybe you'll learn something new ;)
- Weeeee
paumonsu .
BananiteY2M
Posted 3 months ago
Does it still work? Because I've done all the thing and it doesn't work
- Bananite
Free_Kill .
BananiteY2M
Posted 6 months ago
I <3 this tut.
- Bananite
Buttons the Cat .
Y2M
Posted 10 months ago
Posted by manslayer111

Ok, this is a waste of space, ever since the update that gave you the new radar, controllable brushes dont work, they crash css.


Strange, since I played with a controllable crane a few days ago. I can't remember which map, but it was fun.
rickstar121 .
Bananite Fun Sun ProtectionY2M
Posted 11 months ago
Mate you rock perfectly concise all split up nicely seems complicated to make and your the only 1 i see posting it i love it keep it up
newb .
BananiteY2M
Posted 1 year ago
How come i dont have the SetValueCompare and OnEqualTo and OnGreaterThan output things
- Bananite
.
Judge Not Whom You Know NotY2M
Posted 2 years ago
Ok, this is a waste of space, ever since the update that gave you the new radar, controllable brushes dont work, they crash css.
benny1012002 .
The One And OnlyY2M
Posted 2 years ago
Isnt this already on fpsbanana?
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Added by...
zinen .
Weeeee
Ranked 976th ( 1) with 2,083 points. 2 points behind bchan009 .

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