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Topic | Replies | Views | Last Post | |
play as spectator in my zombie map for taking loadscreen picture Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping You can also add the following to a config file... Code:seta cleanss "cg_drawgun 0; cg_draw2d 0; cg_drawhud 0; wait 50; screenshotJPEG; cg_drawgun 1; cg_draw2d 1; cg_drawhud 1" bind F11 vstr cleanss Exec the config, and hit F11 to take a clean sc... [more] |
4 | 1388 | Jun 2, 2009 06:13 am by Pointy |
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[Tutorial] How to Fix "Infinite Loop" Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping I wasn't criticising Sgt.Rampage, I was merely expressing my opinion. I don’t believe deleting stuff because you can’t get it working it the correct way to go about it. I am a stubborn git and like to figure out why it does not work. What issues we... [more] |
11 | 2662 | May 23, 2009 08:19 pm by Pointy |
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ForceSpawn Error Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Well you are either too good, using god mode or your map is too easy, if you can get to level 30 ;-) I would use the dynamic spawning by linking spawners to volumes. It is very easy to modify the code to suit your map. I have my code checking the adjac... [more] |
8 | 2710 | May 23, 2009 05:30 am by Pointy |
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[Tutorial] How to Fix "Infinite Loop" Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping I am not sure exactly why this needs to be a tutorial, but obviously if you use the Asylum script as a base for your own map, you should always delete any code that you are not using or that does not apply to your map. There is lots of stuff that will be ... [more] |
11 | 2662 | May 23, 2009 05:19 am by Pointy |
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A few simple questions Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Gen_SniperFIRE writes...Quote:Ok, Ty for the replies. Yes, I saw your post there, and I did what you said. I looked at the reverb file and changed my roomtype. I just added a custom background ambient sound, too. works great. However my wave_1 and ... [more] |
15 | 1706 | May 16, 2009 07:04 am by Pointy |
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A few simple questions Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping #1, I would have thought if you copied the relevant code from _zombie_spawner, that you should be able to get your AI to follow a player, but haven't tried it myself. #2, You need a clientscripts/nazi_zombie_YOURMAP_amb.csc as they have moved the start... [more] |
15 | 1706 | May 15, 2009 06:50 am by Pointy |
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Power Doors Trigger Zombie Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping If you are using the Asylum script as a base, the open doors thread doesn't activate any spawners. You could modify it like so.... Code: open_bottom_doors(doors) { time = 1; for(i=0;i ... [more] |
4 | 1201 | May 14, 2009 08:57 pm by Pointy |
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[Tutorial] Bump Sounds Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Nice find, Sgt. This was actually one of the next things on my todo list, you saved me some time, thanks! Les... [more] |
4 | 2276 | May 11, 2009 07:46 am by Pointy |
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DLC MISSING FX Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping bustajonesgavin writes...Quote:http://www.callofduty.com/board/viewtopic.php?f=61&t=139908 Yo guys. They just released FX package. Thanks for the heads up, good news!... [more] |
14 | 1552 | May 8, 2009 06:48 am by Pointy |
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Glowing textures Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping I managed to get this working. I simply created a new mesh for the cross and set it just above the main model. I then created and assigned a new texture, setting its material type to objective. Regards, Les... [more] |
12 | 2115 | May 1, 2009 12:00 am by Pointy |
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Glowing textures Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping DemonSeed writes...Quote:Quote:The goal is simple, I am adding healthpacks into my mod and want the red cross to glow like the question marks on the treasure chest lid. Hi. This is my first post here. I already did glowing healthpacks for WaW a la v... [more] |
12 | 2115 | Apr 30, 2009 02:16 pm by Pointy |
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DLC MISSING FX Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping DeCap writes...Quote:Anyone have any ideas on this? I'm googling it right now! I don't think it's worth wasting time on. The best approach may be to ask politely in the Treyarch/CoD forums for the missing content. Failing that I will just have a... [more] |
14 | 1552 | Apr 30, 2009 09:44 am by Pointy |
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Glowing textures Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Thanks again for trying to help. DeCap writes...Quote:you might want to take a look at this Tutorial: ADDING FX TO SP This is just for standard effects and I already have them working. DeCap writes...Quote:This thred might help you too: FX TOP... [more] |
12 | 2115 | Apr 30, 2009 07:07 am by Pointy |
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DLC MISSING FX Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Sevenz writes...Quote:efx files are compiled to directx 9 shader and there's no way to somehow convert this binary data back to plaintext. To be honest, there is small chance to decompile the shaders. But 'cause it involves two transformations (dx9 shader... [more] |
14 | 1552 | Apr 30, 2009 06:34 am by Pointy |
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Glowing textures Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping DeCap writes...Quote:Yes, you have to add FX. it's not a texture. Tons of resources on this site to help you out with that! Thanks for the heads up and forgive me for sounding stupid but... How is the FX attached to the material/model? I have se... [more] |
12 | 2115 | Apr 29, 2009 10:09 pm by Pointy |
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[Tutorial] Missing Sounds (Mod Tools v1.2) Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Actually you don't need to edit the _zombiemode.gsc at all. You just need a nazi_zombie_YOURMAP_amb.csc file in clientscripts with the correct code for the music states. The asylum one was missing from the modtools so i'll post the contents here... ... [more] |
6 | 2305 | Apr 29, 2009 09:58 pm by Pointy |
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Glowing textures Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Anyone know how to create glowing textures like the ? on the zombie treasure chest lid?... [more] |
12 | 2115 | Apr 29, 2009 06:02 pm by Pointy |
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DLC MISSING FX Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Are the efx files compiled into the ff's as raw efx files? Is there a way of extracting them? Without them you don't get the nice clouds of dust as the zombies rise.... [more] |
14 | 1552 | Apr 29, 2009 06:00 pm by Pointy |
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Rotating the intermission camera Call of Duty: World at War : CoDWW Scripting INSANE{H|S} writes...Quote:So what exactly are you trying to do anyway? I was simply trying to spruce up the end of game cameras. I wanted them to rotate while moving on a path. In particular to circle the house in my map.... [more] |
6 | 1154 | Jan 8, 2009 10:14 pm by Pointy |
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Start at level 15 Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Hind-d writes...Quote:Hmm.. care to post that min mod? I'm missing something. TIA It's not ready yet, and I won't release anything until after the next patch, as I think some things might change. If I get time I'll post the edits you need to... [more] |
13 | 1706 | Jan 8, 2009 08:07 am by Pointy |
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Rotating the intermission camera Call of Duty: World at War : CoDWW Scripting Thansk for the reply. The code is fine, and works perfectly if the player.sessiontate is not 'intermission'. The problem is that if the player’s sessionstate is not intermission, they don't see the scoreboard, which I presume is hardcoded. The onl... [more] |
6 | 1154 | Jan 8, 2009 07:43 am by Pointy |
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Zombie camera pan Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping It's on the wiki.... [more] |
2 | 1293 | Jan 6, 2009 09:00 am by Pointy |
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Start at level 15 Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping You have to compile the zombiemode scripts into a mod.ff for the changes to work. I found out that changes to the following files compiled into the map.ff will work... _zombiemode_blockers.gsc _zombiemode_powerups.gsc _zombiemode_radio.gsc _zombi... [more] |
13 | 1706 | Jan 6, 2009 08:57 am by Pointy |
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[WIP] CoD Mod Install Maker Call of Duty: World at War : CoDWW MP Mapping techno2sl writes...Quote:Just thought of something extra. At the moment I have to tell people to place loading videos (video that plays when you load a SP map) in a separate directory. Could you incorporate it into this program so that it does it for you?... [more] |
16 | 2284 | Jan 5, 2009 06:07 pm by Pointy |
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[WIP] CoD Mod Install Maker Call of Duty: World at War : CoDWW MP Mapping techno2sl writes...Quote:Will this be auto updating a main mod.arena file so that all installed mod levels will show up in game in the same mod? ( that what people seem to be after right now) The problem is that people are releasing maps as mods, just ... [more] |
16 | 2284 | Jan 5, 2009 12:10 pm by Pointy |
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