Hello,
this is my first tutorial for Quake Workshop
3, so I will give it a shot. Now if you
don’t know, I am Project leader of the
Urban Terror TC, so if you ask, "Why
C4?" that’s why. Also I expect you to
have some mapping knowledge to do this
tutorial, I guess this is a medium-to hard
tutorial.
First,
you will need one file to get the C4 trip
wire working (tutorial.shader).
you can find it here.
Open your quake 3 folder, then go up to your
baseq3, then go up another level to a folder
called 'scripts'.
If you don’t have one, make one. Now put
the tutorial.shader that I included with
this tutorial in that folder. It should now
be located in '\Quake3\baseq3\scripts\tutorial.shader'.
Now you have that script, but if you want
Q3Radiant to read it, you need to open your
‘shaderlist.txt’,
which can be found in your scripts
folder. Add a line that says 'tutorial'
to the bottom. This made it so Q3radiant
will read the new shader when it starts up.
Now
make a room that’s about 1024 units wide,
512 units long, and around 256 units high.
Give the floor some texture like concrete,
and the ceiling some kind of sky texture, as
for the walls, make 2 parts to it; the
bottom half, which would be made of concrete
again, and the upper half which would be the
same as your ceiling. It should look
something like this

The reason the walls are divided into
2 pieces is because the laser needs to be
planted on something, but we still need
light, so we need the sky as the top part.
Now make a little cube on the left and right
sides of the room, those will be those
little thingies that holds the laser to the
walls. See below to see what I mean.
All
right then, lets make the actual trip wire,
what you actually are reading this tutorial
for. First, make a new brush, it should be
from one side of the room to the other,
connecting to and from the holders that you
just made. The wire should be about 8 units
tall and 8 units wide. Give all sides a
texture of 'common/nodraw'.
To do this fast, Press <S>
and it should bring up the surface inspector
window that looks like .
Now <ctrl>+<shift>+<left
click> one side of that brush,
it should turn a little darker than the
other sides.... we have now selected one
face, to apply a texture to, so give it a
texture of 'tutorial/laser'.
It should look like this.
This
makes the laser actually show up visually,
but it still doesn’t do anything. Now we
are at the part where we can get it to
actually do something. Make a new brush in
the same size of the laser brush, give it a
texture of common/nodraw
too, but this time <right
click> the brush (on the grid,
not the 3d view) and select on the menu,
'trigger->trigger_hurt'

This made it a brush that will hurt
you, but we still need to change it some. So
press <N>
and it will bring up your entity editor
window.
Check the box that says, 'silent'.
This will make it so the c4 wire doesn’t
make the sound of bubbling acid when you
step on it. Also, in the field that says 'key'
type 'dmg',
and in the 'value'
field type '999'.
This makes it so the trigger hurt that we
just made dishes out 999 every second your
on it. Lethal. Very lethal. hehehe. We have
got it to do the visuals, we have got it to
kill you, but yes, we need even more
visuals.... but how you ask? Well, when you
step on the wire, it is supposed to blow up,
so we need to do this. Make a new brush in
the same place as the others with the
texture common/nodraw
(yes, again!). <Right
click> it too, and make it a
'trigger->trigger_multiple'.
Press <N>
again, and make a key of 'target'
and a value of 'launcher'.
We do this because we need this brush to
trigger the explosions when walked upon.
Great,
now we get to make the actual explosions.
Right click on the grid and select
'shooter->shooter_rocket'.
You have now started your first explosion,
but we will have 3 (one at a time please).
So press <N>
and make a key of 'targetname'
and a value of 'launcher'.
Make another key, this time of 'target'
and a value of 'target1'.
If done correctly you should have a red
arrow connecting your trigger_mupltiple
brush to your shooter_rocket.
Before this explosive is done, there is one
more thing we need to do to it, which is:
making the destination path of your shooter_rocket
(which is the floor) See, the
trick is to make your rockets starts right
above the floor, and go straight down to the
ground. So you really don’t have time to
see them, all you see is the explosion.
(Like a trip wire!). So right click your
grid and make an 'info->info_notnull'

and it should place a little green box
in your map. Press <N>
and give it a key of 'targetname'
and a value of 'target1'.
Now your shooter should be linked to your info_nutnull.
Make the shooter_rocket
on the same line as the trigger_multiple,
but right on the floor. Do the same with the
info_notnull,
and make sure it is in the same spot as the
shooter (so the rocket doesnt go flying
cross the map). All right, that’s it for
trip wire, or is it? That will make one
explosion, but we want more (yeah, the more
the better!) so repeat the steps in this
last paragraph to make more explosions on
the same trip wire, but change anything that
says 1 to 2, then 3 and make sure to space
each shooter_rocket
and info_notnull
about 128 units from eachother so it looks
like the trip wire has a chain of
explosions.
Now
if you want to make it a bit cooler you can
make a new brush to fill your map, but only
go up a few units higher then the lazer and
give the brush a texture of 'tutorial/fog'.
This will make a layer of fog over our trip
wire. At the end it should look something
like this.