Members Online»
0 Active | 99 Guests
Online:
|
LATEST FORUM THREADS»
by foyleman
Posts: 5 / 317 The Future of MODSonline
In The News by KAZAM3766
Posts: 1 / 604 CoD: Battle Royale
CoD+UO Map + Mod Releases by morgawr
Posts: 1 / 2676 Damaged .pk3's
CoD Mapping by lazygit
Posts: 1 / 3188 heli to attack ai
CoD4 SP Mapping by DrBiggzz
Posts: 11 / 1024 New Cod UO Rifle Mod.
CoD Mapping |
Polls»
|
|
Topic | Replies | Views | Last Post | |
Old town blue fog ? Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping yea leaks are nasty but this new test map as i said b4 is using the launcher to build the SP barebones map then adding zombie functions to that so no leak =( nazi_zombie_chant_art Code://_createart generated. modify at your own risk. Changing val... [more] |
18 | 1481 | Oct 25, 2009 01:41 pm by EyEControL |
|
Old town blue fog ? Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping lol looks like im on me own on this 1 =/... [more] |
18 | 1481 | Oct 20, 2009 06:11 pm by EyEControL |
|
spawn problem Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping whats your zone_source/yourmap.csv look like That happens when you 4get to make 1 and it makes a generic 4 ya. ... [more] |
3 | 1769 | Oct 18, 2009 11:01 am by EyEControL |
|
Old town blue fog ? Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping opps sorry that was a old csv this is the 1 in the working dir Code:// Ignores ignore,code_post_gfx,, ignore,common,, // DLC3 Stuff -- Leave This include,dlc3,, // Level BSP col_map_sp,maps/nazi_zombie_chant.d3dbsp // Client Scripts rawf... [more] |
18 | 1481 | Oct 15, 2009 02:29 pm by EyEControL |
|
Old town blue fog ? Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping well i used launcher to make a new test map made it a SP map called chant opened radiant and renamed the map to nazi_zombie_chant added the 4 struts needed for spawn points then saved and closed radiant went and made a new copw of nazi_zombie_oldtown_s... [more] |
18 | 1481 | Oct 15, 2009 01:59 pm by EyEControL |
|
Old town blue fog ? Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping thx ill look at them now It seems after Hours 2night and this AM that these 2 lines in the art.gsc are whats causing the prob for me halfway_height = 10; base_height = 10; the base_height has to be 8 or less or i get that fog. one other ? ... [more] |
18 | 1481 | Oct 10, 2009 10:20 am by EyEControL |
|
Old town blue fog ? Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Humm thanks to techno2sl i have been testing changes in my art.gsc i changed these so far fog_settings() { start_dist = 2; halfway_dist = 1; halfway_height = 1; base_height = 1; Now YEAA i can see the map still needs a LOT of tweeking... [more] |
18 | 1481 | Oct 10, 2009 08:24 am by EyEControL |
|
Old town blue fog ? Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Well when i did this in my .gsc // level.DLC3.createArt = maps\createart\nazi_zombie_diekirche_art::main; I get undefined pointer error =/ And sadly when i make changes in my .art file all i can manage is to change the color of what im guessing is ... [more] |
18 | 1481 | Oct 10, 2009 06:54 am by EyEControL |
|
Old town blue fog ? Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping sorry i was using a genereric name its called nazi_zombie_diekirche_fx.gsc this is the same as the factory_fx.gsc edited on Oct. 8, 2009 05:32 pm by EyEControL... [more] |
18 | 1481 | Oct 8, 2009 09:31 pm by EyEControL |
|
Old town blue fog ? Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping yea i know about the impact/ the 400 limit also happens when theres a prob in your zonesource/mapname.csv go figure =/ sure this is the maps/_fx.gsc #include maps\_utility; #include common_scripts\utility; main() { precache_scripted_fx();... [more] |
18 | 1481 | Oct 8, 2009 09:17 pm by EyEControL |
|
Old town blue fog ? Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Hey all =) I have used the scrips from the latest old town release and changed all lines that need my map name and have them in all the correct places. The prob is that when i run my map i have this OVER powering light blue fog every where =/ Ive del... [more] |
18 | 1481 | Oct 8, 2009 07:06 pm by EyEControL |
|
zombie dog and perk a cola machines not appearing in editor Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Just a thought but hit the F key (filters) and see if you unticked anything.... [more] |
8 | 1140 | Aug 13, 2009 02:25 pm by EyEControL |
|
the Shi No Numa probs Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Ok i went back and did a folder by folder copy/paste of the new Shi No Numa files "instead of a mass dump of all files to the root dir". This has fixed all issues . HuH that will teach me to be lazy and mass dump. lol strange as that is , it shouldnt m... [more] |
6 | 1474 | Aug 10, 2009 01:03 pm by EyEControL |
|
the Shi No Numa probs Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping oh were it that easy =/ ive done that many times ]this is the latest error. SV_DirectConnect() Connecting player#0 has a zero GUID **** script runtime error *** undefinded is not a function pointer: (file 'maps/_callbacksetup.gsc', line 59) [[leve... [more] |
6 | 1474 | Aug 10, 2009 12:01 pm by EyEControL |
|
the Shi No Numa probs Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping hum im guessing im the only 1 this has happened to?... [more] |
6 | 1474 | Aug 9, 2009 11:48 am by EyEControL |
|
the Shi No Numa probs Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Ok this is nutz it dont mater what i compile and run i get that same error. There must be something compleatly stupid im forgetting or missing=/ Tried to just make a SP map using the launcher to creat it didnt add anything to it and compiled and bam sa... [more] |
6 | 1474 | Aug 6, 2009 03:19 pm by EyEControL |
|
the Shi No Numa probs Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping So after following the Shi No Numa tut on wiki to the best i can. now ive got some major probs the latest is listed here. Any help would be great. script runtime error ******* pair 'undefined' and '1' has unmatching types 'undefined' and 'int': (fil... [more] |
6 | 1474 | Aug 6, 2009 02:10 pm by EyEControL |
|
animscripts/dog_init ??? Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Sgt.Rampage writes...Quote:I got a map working for 1.3 Mod Tools late last night. I wrote a script tutorial since I fixed up a bunch of things. It is too big to post in these forums, so here is the link: http://customcod.com/community/index.php?topic=4... [more] |
8 | 7729 | Jul 20, 2009 11:50 am by EyEControL |
|
animscripts/dog_init ??? Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping i did manage to pull this from the console log see if it helps you =/ Error: Waited 828 msec for missing asset "animscripts/dog_init.gsc". Error: Could not load rawfile "animscripts/dog_init.gsc". Error: ******* Server script compile error ******* ... [more] |
8 | 7729 | Jul 19, 2009 05:00 pm by EyEControL |
|
animscripts/dog_init ??? Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping If you can help with this 1 id love it =) ever since the 1.5 and 1.3 updates any zombie map i make now comes up with this error. SERVER SCRIPT COMPILE ERROR could not find script 'animscripts/dog_init' animscripts\dog_initDogAnimations(); Part th... [more] |
8 | 7729 | Jul 19, 2009 04:41 pm by EyEControL |
|
Has anyone gotten the fx tut to work at all? Call of Duty 4 : CoD4 MP Mapping MastaKwaa writes...Quote:What was it that you changed? As caretaker stated the slashes are missing in that tut. but my prob was actually in my zone file i hadn't noticed it was not compiling right .... [more] |
7 | 1293 | Aug 23, 2008 02:59 pm by EyEControL |
|
Has anyone gotten the fx tut to work at all? Call of Duty 4 : CoD4 MP Mapping Ahhhh nevermind i got it all workin now shesh its always the little things that cause the biggest probs lol Thanks again... [more] |
7 | 1293 | Aug 14, 2008 05:26 pm by EyEControL |
|
Has anyone gotten the fx tut to work at all? Call of Duty 4 : CoD4 MP Mapping Ah thanks i did catch the first 2 lines you mentioned. Now with the corrected code you mentioned ent = maps/mp/_utility::createOneshotEffect( "snow_light" ); im now getting uninititialised variable 'maps' ent = maps/mp/_utility::createOneshotEff... [more] |
7 | 1293 | Aug 13, 2008 04:43 pm by EyEControL |
|
Has anyone gotten the fx tut to work at all? Call of Duty 4 : CoD4 MP Mapping Oh my heavens i have run through this fx tut http://www.modsonline.com/Tutorials-read-477.html so many times to no good end the best i can get is the nice error script compile error Could not find script mpmaps_utility ent = mapsmp_utility::create... [more] |
7 | 1293 | Aug 13, 2008 03:22 pm by EyEControL |
|
? about entering prefab mode on stock prefabs Call of Duty 4 : CoD4 MP Mapping The_Caretaker writes...Quote:It doesn't affect the game itself, as everything is compiled into the maps. However, it WILL affect other .map files with the same prefab in it. You're better off making a copy of the prefab and editing that in the future. ... [more] |
4 | 1506 | Jul 18, 2008 08:33 pm by EyEControL |
MODSonline.com Forums |
Latest Syndicated News»
Comments: 5
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which... Comments: 5
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ... Comments: 5
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead?
... Comments: 5
Codutility.com up and runn...
It seems to me the like the site is completely dead? Comments: 5
Codutility.com up and runn...
Yeeaahhhh.........
|
Latest Downloads»
OHMY Don Quixote
Call of Duty 2: Maps: Multiplayer (5.76Mb) OHMY Neuburg
Call of Duty 2: Maps: Multiplayer (6.84Mb) OHMY Tebessa
Call of Duty 2: Maps: Multiplayer (7.36Mb) OHMY POW Camp
Call of Duty 2: Maps: Multiplayer (2.15Mb) OHMY Valley
Call of Duty 2: Maps: Multiplayer (5.7Mb) |
Partners & Friends»
|
Site Links and Information
|
Partners
|
Friends
|
Copyright © MODSonline LLC
Tresware Content Management System © 2011
Website Designed by LKFX and Developed by Tresware