	                _                  
	               | |                 
	  ___ _   _ ___| |_ ___  _ __ ___  
	 / __| | | / __| __/ _ \| '_ ` _ \ 
	| (__| |_| \__ \ || (_) | | | | | |
	 \___|\__,_|___/\__\___/|_| |_| |_|
			 _              _    
			| |            | |   
			| |_ __ _ _ __ | | __
			| __/ _` | '_ \| |/ /
			| || (_| | | | |   < 
			 \__\__,_|_| |_|_|\_\
					 _         _             _       _ 
					| |       | |           (_)     | |
					| |_ _   _| |_ ___  _ __ _  __ _| |
					| __| | | | __/ _ \| '__| |/ _` | |
					| |_| |_| | || (_) | |  | | (_| | |
					 \__|\__,_|\__\___/|_|  |_|\__,_|_|

	:::Best viewed in 1024 x 768:::

This tutorial will tell you how to set up your custom made tank in GTKRadiant, there will be no scripting involved, only
GTKRadiant. If you want a script you can just copy the one you want from one of the prefabs. I am not a modeller so I am not 
going to tell you how to make your tank in a 3D modelling program like Milkshape, simply because I can't. If someone is able 
to write a tutorial about that, I will grately appreciate it. You can send it to me and I'll add it here (see readme.txt for 
e-mail).
You need to have decent knowledge of GTKRadiant before you start this. It's not very hard to set it up if you follow my 
instructions very carefully, but the hard part is the scripting you have to do on your own...be prepared.

I assume you have a complete tank like the Jagdpanther. It exists out of two parts, the tank itself and the turret. It should
have the necessary tags where stuff can be attached to. I am simply going to tell you how to set up the Jagdpanther and I
hope that you can use the instructions to set up your own tank.


	:::The Model:::

First we have to import the model of our tank into GTKRadiant.
 - Right click the grid, misc -> misc_gamemodel, and choose your tank, in this case 
   models/mapobjects/tanks_sd/jagdpanther_africa_shell.md3
 - With the model selected, press N to open the entity window.
 - Give it a key: scriptname and a value: tank_shell
 - Give it a key: targetname and a value: tank_shell


	:::The Turret:::

Next we add the model for the turret.
 - Right click the grid, misc -> misc_gamemodel, and choose your turret, in this case
   models/mapobjects/tanks_sd/jagdpanther_africa_turret.md3
 - With the model selected, press N to open the entity window.
 - Give it a key: scriptname and a value: tank_turret
 - Give it a key: targetname and a value: tank_turret


	:::The Clip Brushes:::

This can be hard, you have to cover your tank with brushes and texture them with the clip_weapon_metal texture. Look to one
of the prefabs to see an example of how these brushes are placed. Don't spent to much time on them, just make a few brushes
that cover roughly the shape of the tank and the turret.
 - Make these brushes.
 - Select them all and texture them with the common/clip_weapon_metal texture.
 - Add a tiny brush, about 16 x 16 x 16 units and give it the common/origin texture. The exact middle of this brush is the 
   origin of the tank. This point will move from spline to spline and it takes the clip brushes with it.
 - With the clip brushes and the origin brush selected, right click the grid and choose script -> script_mover.
 - Give it a key: model2 and a value: (in this case) models/mapobjects/tanks_sd/jagdpanther_africa_tracks.md3. This is the
   model of the tracks, but maybe your tank doesn't have a seperate model for the tracks, then you can forget about this.
 - Give it a key: scriptname and a value: tank
 - Give it a key: targetname and a value: tank
 - Give it a key: health and a value: 1200 or any number, in Fueldump and Goldrush it's both 1200.
 - Give it a key: description and a value: Jagdpanther or any name you want to see when you point your crosshair at the tank.
 - Give it a key: tagent and a value: tank_shell
 - You have to click the following spawnflags: 
    - solid
    - explosivedamageonly
    - resurectable
    - compass
    - allied (or axis if you want allies to damage it)
    - mounted_gun (if you want one)


	:::Trigger_Objective_Info (TOI):::

 - Make a brush around your tank, it has to be a bit bigger then the tank.
 - Texture it with common/trigger.
 - Add a tiny brush, about 16 x 16 x 16 units and give it the common/origin texture. Place it somewhere near the origin of 
   tank model. The origin of the tank model is a little white wireframe box, it's a thing you don't expect it to be there.
 - With the trigger brush and the origin brush selected, right click the grid and choose trigger -> trigger_objective_info.
 - Give it a key: objflags and a value: 7 (no one really seem to know what it does, but just set it)
 - Give it a key: shortname and a value: Jagdpanther or any name you want to show up on the command map.
 - Give it a key: infoAxis and a value: (for example) This tank must be stopped from reaching the bank and allowing the 
   Allies to gain entry to steal the gold.
 - Give it a key: infoAllied and a value: (for example) This tank must be stolen in order to blow open the doors of the bank 
   to get to the Axis gold secured within.
 - Give it a key: override and a value: The tank has been repaired
 - Give it a key: scriptname and a value: tank_build
 - Give it a key: targetname and a value: tank_build
 - Give it a key: track and a value: the Tank
 - Give it a key: target and a value: tank_construct
 - Give it a key: customalliesimage and a value: path to the command map image for Allies, for example: 
   gfx/limbo/cm_jagdpanther
 - Give it a key: customaxisimage and a value: path to the command map image for Axis, for example: gfx/limbo/cm_jagdpanther
 - You have to click the following spawnflags: 
    - mobile_tank
    - allied_objective, if you want the Allies to escort it and the Axis to damage it, else you have to click axis_objective.


	:::Trigger_Multiple:::

 - Make a brush around your tank, it has to be a bit bigger then the TOI.
 - Texture it with common/trigger.
 - Add a tiny brush, about 16 x 16 x 16 units and give it the common/origin texture. Place it somewhere near the origin of 
   tank model. The origin of the tank model is a little white wireframe box, it's a thing you don't expect it to be there.
 - With the trigger brush and the origin brush selected, right click the grid and choose trigger -> trigger_multiple.
 - Give it a key: scriptname and a value: tank_trigger.
 - Give it a key: targetname and a value: tank_trigger.
 - Give it a key: target and a value: tank_enabler.
 - You have to click the following spawnflags:
    - allied_only, if you want that only the Allies can escort it, else click axis_only.


	:::Func_Constructible:::

 - Make a brush, it doesn't matter how big and where you put it, put it somewhere you don't see it, inside a wall or 
   something.
 - The texture doesn't matter, just use common/clip.
 - Make another brush somewhere near it, again, it doesn't matter what size, just don't make it too big.
 - Texture it with common/origin.
 - Select both brushes, right click the grid and choose func -> func_constructible.
 - Give it a key: scriptname and a value: tank_construct.
 - Give it a key: targetname and a value: tank_construct.
 - Give it a key: health and a value: 50
 - You have to click the following spawnflags:
    - start_build
    - allied_constructible, if you want that the Allies can construct it, else click axis_constructible.


	:::Target_Script_Trigger 1:::

 - Right click the grid and choose target -> target_script_trigger.
 - Place it somewhere near the tank, so it's easy to find.
 - Give it a key: scriptname and a value: tank_enabler.
 - Give it a key: targetname and a value: tank_enabler.
 - Give it a key: target and a value: run


	:::Func_Timer:::

 - Right click the grid and choose func -> func_timer.
 - Place it somewhere near the tank, so it's easy to find.
 - Give it a key: target and a value: tank_disabler.
 - Give it a key: wait and a value: 1
 - You have to click the following spawnflags:
    - start_on


	:::Target_Script_Trigger 2:::

 - Right click the grid and choose target -> target_script_trigger.
 - Place it somewhere near the tank, so it's easy to find.
 - Give it a key: scriptname and a value: tank_disabler.
 - Give it a key: targetname and a value: tank_disabler.
 - Give it a key: target and a value: run


	:::Target_Smoke:::

 - Right click the grid and choose target -> target_smoke.
 - Place it somewhere near the tank, so it's easy to find.
 - Give it a key: scriptname and a value: tank_smoke.
 - Give it a key: targetname and a value: tank_smoke.
 - You have to click the following spawnflags:
    - smokeon
    - black or white, depending on the color smoke you want.


	:::Info_Notnull:::

 - Right click the grid and choose info -> info_notnull.
 - Place it somewhere near the tank, so it's easy to find.
 - Give it a key: scriptname and a value: tank_sound.


	:::Flash:::

This isn't needed, only if you want the tank to blow up something, it's little flash you see at the end of the turret when
the tank 'shoots'.
 - Right click the grid and choose misc -> misc_gamemodel.
 - Choose the model, it will most likely be models/mapobjects/tanks_sd/churchhill_flash.md3
 - Place it somewhere near the tank, so it's easy to find.
 - Give it a key: scriptname and a value: tank_flash.
 - Give it a key: targetname and a value: tank_flash. 


	:::The Path:::

 - Right click the grid and choose info -> info_train_spline_main.
 - Put it on the place where you want the tank to start. You might have to test this a few times before you get it right.
 - Give it a key: targetname and a value: spln1.
 - Give it a key: target and a value: spln2.

 - Place another info_train_spline_main and put it a few units further.
 - Give it a key: targetname and a value: spln2.
 - Give it a key: target and a value: spln3.
 
 - Place another info_train_spline_main and put it a few units further.
 - Give it a key: targetname and a value: spln3.
 - Give it a key: target and a value: spln4.

 - Place another info_train_spline_main and put it a few units further.
 - Give it a key: targetname and a value: spln4.
 - Give it a key: target and a value: spln5.

etc.

I think you get the point.

I hope this has helped you setting up your tank in GTKRadiant, if you just copy the Jagdpanther script it should work. Though
you will have to add some things, depending on how many splines you added. Read the comments in the script to know what you
have to change.

Please bare with me if you see any mistakes in my English, I'm from the Netherlands and English isn't my motherlanguage.

			 _______  _______  _______  ______     _                 _______  _       
			(  ____ \(  ___  )(  ___  )(  __  \   ( \      |\     /|(  ____ \| \    /\
			| (    \/| (   ) || (   ) || (  \  )  | (      | )   ( || (    \/|  \  / /
			| |      | |   | || |   | || |   ) |  | |      | |   | || |      |  (_/ / 
			| | ____ | |   | || |   | || |   | |  | |      | |   | || |      |   _ (  
			| | \_  )| |   | || |   | || |   ) |  | |      | |   | || |      |  ( \ \ 
			| (___) || (___) || (___) || (__/  )  | (____/\| (___) || (____/\|  /  \ \
			(_______)(_______)(_______)(______/   (_______/(_______)(_______/|_/    \/