posted May 15, 2001 04:19 PM
This is basically what I sent Peeto to help him out...with some more details specific to his question 
A spewer is set up as (TreeStrike3b.ent):
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class = spewer
type = treespewer3b
mesh = SphereHigh.lwo
mesh1 = SphereLow.lwo
lodbias = 0.05
texture = textures/BlackShiny2b.bmp
scale = 0.01
#making it nearly invisible
collide = 0
#your tank won't bounce off it
mass = 1
#it does have mass though
MaxSpewCount = 1
#maxinum units spewed...delete if you want infinate
blend = add
smoothshade = 1
solidlight = 1
cullface = 1
edgetrans = 1
#visual info
PropagateSpew = 1
#not quite sure what this does, but if you are doing linked spewers I know its needed...
envmode = texture
#none, texture, global, blend
SpewType0 = tree/thick1BaTall
SpewType1 = tree/thick1BbTall
SpewType2 = tree/thick1BaWide
SpewType3 = tree/thick1BbWide
SpewType4 = tree/skinny1b
SpewType5 = tree/skinny1a
SpewType6 = tree/leafy2a
#SpewTpye0-10 - lists objects to spew - any type. Each pass will spew 1 obj.
SpewMin = 0, 0, 0
SpewMax = 0, 0, 0
#x,y,z max velocity components on spew (determines direction of spew).
#Y is vertical, x,z should be the same for symetric spewing..
#Make sure min is less then max.
#Min should be negetive of max if you want symetric spewing for x,z
#Unless you want to fire down, never make y min negetive.
CycleType = 0
#Not sure what this does...everything of LDA's has this 0 so I'd leave it so
SpewTime = 0.1
RandomTime = 0
#Min time to spew plus 0 to RandomTime to determin spew interval. Resets to zero seconds on lauch.
LaunchCoords = 0, 0, 0
#Reletive location of lauch relational to spewer center (or ground touch - not sure which). X,Y,Z
RestOnGround = 1
GroundOffset = 0.0
#Important - Rest on ground means it falls/riases with the ground position. Ground offset can be used to then
determin its hight. If you want it to sit up in the sky, set the RestOnGround to 0.
#---------------------------------------------------------------
#Other commands not in this spewer example:
#EntityChain0 = explo/wonkhit
#Chains to an explosion every time a spewer is created
#Transitory = 1
#Visible from the whole map
#Example of 2 spew types:
#Gives 33% Chance of explosion, 66% chance of a new wonk beam.
#-------------------
#SpewType0 = explo/lasersparks
#SpewType1 = projectile/wonk
#SpewType2 = projectile/wonk
#Spew angle info from Armegeddon:
#SpewMin = -1, 20, -1
#SpewMax = 1, 30, 1
#make it fire almost straight up.
---------------------------------------------------------------
---------------------------------------------------------------
Chainent:
There are two formats of this - this is from my site:
--------
EntityChain# = path/entity
ExploEnt = path/entity
ExploEntHit = path/entity
SmokeEnt = path/entity
SmokeTrailEnt = path/entity
EntityChainMode = [cycle/random]
What these commands do:
EntityChain#: # is any value from 0 to 10 where you must proceed in order. This command will spawn another
entity when the first entity is called. Generally, this entity should be of the same class as the calling entity, but I do
not believe that is required.
ExploEnt: Creates a new entity when the calling entity explodes when not hitting a tank. By default, the path for this
entity is "Explo"
ExploEntHit: Same as ExploEnt except this is called when the calling entity explodes by hitting a tank.
SmokeEnt: Spawns a new entity at the location of firing of the calling entity. Default path is "Smoke"
SmokeTrailEnt: Spawns new entities continuously as the projectile flies. Default path is "Smoke"
EntityChainMode: Sets the mode of the "EntityChain#" command to be random or cyclical. I do not know if there
are any other supported modes.
Examples Ideas: SmokeEnt with the SmokeTrailOffset = x,y,z bit set and the SmokeEnt having the
"ChainEntity#" value set to another projectile to launch multiple projectiles in precise reletive locations to the initial
launch point.
Another neate combo is using the ChainEntity# with the ChainEntityMode = random setting. It can make for a
random projectile launch.