Wanna know wot it is ur exactly making?, then View the video Here Ok so first off we need to create the land and mortar whole in radiant So step 1: create a brush thats 500 x 500 units wide  Step2: we now need to turn the brush into terrain, so select the brush and go to Patch/Simple Terrain Patch. And give it a density of 10 x 10, then give it a texture, i used grass  Step3: Now we need to make the terrain a whole, so start of by setting up the terrain editor, Press Y and give it the options on the picture below  Ok now u need to hover ur mouse over the terrain, hold alt and right click on ur terrain, with the buttons heald down move ur mouse a but to make the terrain go down. u dont need the terrain to go down to far because we make the whole deeper on the next setting. Now u have done that, give ur terrain editor these settings and finishe the whole off.  This is how my whole turned out, it did'nt look as good as i wanted it to, but if u play around with the settings u can make it look really nice.  Step 5: Ok now we have our whole we need to add a realistic looking decal. So start off by copying and pasting ur crater hole. Edit/ Copy , Edit/ Paste Then once its done u need to add a decal texture, i use: - Textures/Surface Ttype/Dirt/egypt_roughdirt_crater_night Now once ur texture is applyed u need to fit it, so press S to bring up the Surface Inspector and press Fit. It should look somthing like this  Step 6: Now we need to turn the crater into a brushmodel, So press escape to de select any peices of terrain u got selected and then select the craters both peices of terrain. Now right click and go script/brushmodel Then all u gotta do now is give them a targetname of botlayer  Step 6: Ok now create some terrain around the outside of ur mortar hole  Step 7: Now u need to cover up the motar hole, so create a peice of terrain and place it over the whole. Then make it a brush model, right click/brushmodel  Now all u gotta do is give it a targetname of toplayer  Step 8: Right click and go Script/ Script origin, then place the origin in the center of ur mortar hole, and give it a targetname of action  Step 9: Now for the trigger, start of by creating a big brush around the outside of ur hole and giving it the trigger texture which is located in textures/tools Once thats done, with the trigger selected right click and go to Trigger/Once  Then give the trigger a targetname of morttrig  Ok thats it for the mapping, just make sure u have the standard things to run a map: skybox, dm spawn, global intermission Save ur map and now onto the scripting. Ok So first off u need a mapname.gsc to call on the script Place this file in ur maps/mp folder Put this code in into ur mapname.gsc main() {
maps\mp\ground_mortars::main(); maps\mp\_load::main();
setExpFog(0.0009, 0.30, 0.31, 0.34, 0);
game["allies"] = "american"; game["axis"] = "german"; game["attackers"] = "allies"; game["defenders"] = "axis"; game["american_soldiertype"] = "normandy"; game["german_soldiertype"] = "normandy";
setCvar("r_glowbloomintensity0", ".25"); setCvar("r_glowbloomintensity1", ".25"); setcvar("r_glowskybleedintensity0",".3");
}
Now create a file called ground_mortars.gsc and place it into ur maps/mp folder Put this code in the ground_mortars.gsc main() {
level._effect["mortexplosion"] = loadfx("fx/explosions/artilleryExp_dirt_brown.efx");
thread mortar1();
}
mortar1() {
action = getent ("action","targetname"); botground = getent ("botlayer","targetname"); topground = getent ("toplayer","targetname"); trigger = getent ("morttrig","targetname");
botground hide();
trigger waittill ("trigger");
origin = action getorigin();
action playsound("incoming_mortar");
wait (1);
action playsound("explosion_ground");
playfx(level._effect["mortexplosion"], origin);
botground show();
topground delete();
}
Now all u gotta do is add a mapname.csv file Place this file into ur soundaliases folder Heres the code to place in ur mapname.csv file
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage #ambients,,,,,,,,,,,,,,, incoming_mortar,,Explosions/artillery_incoming01.wav,1,1,,1,1,5000,6000,auto,streamed,,,,mp_mortar_map,,,, explosion_ground,,Explosions/Mortar_dirt01.wav,1,1,,1,1,5000,6000,auto,streamed,,,,mp_mortar_map,,,, |