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Latest Posts by thecheeseman
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trigger that takes your ammo?
Call of Duty 2 : CoD2 Scripting
Yeah there is. It would be something like this. Code:eviltrig() { trig = getEnt( "loltrig", "targetname" ); while( 1 ) { trig waittill( "trigger", user ); user setWeaponSlotAmmo( "primary", 0 ); user setWeaponSlotAmmo( "primaryb", 0 ... [more]
2 1204 Jul 26, 2009 11:19 pm
by thecheeseman
two elevators in one map
Call of Duty 4 : CoD4 Scripting
Come on guys, it's not that hard. Code:main() { // doElevator( targetname, trigger, distance up, distance down, speed, start up speed, slow down speed ) thread doElevator( "ele1", "ele1trig", 100, -100, 5, 2.5, 2.5 ); thread doElevator( "ele2", ... [more]
10 1707 May 18, 2009 05:49 pm
by thecheeseman
Zombie mod cod 1 server
Call of Duty : CoD+UO General
Lol kill3r stop being a baby. You said yourself you were never going to mod for CoD, UO, and 2 again. Just think of it as a "compliment" or a "tribute" to your great work for UO. In any case, the mod was made, it's on servers, people enjoy it. I think... [more]
23 3477 May 10, 2009 05:27 pm
by thecheeseman
CoD4 Game scripts
Call of Duty 4 : CoD4 MP Mapping
Oh lol :P Didn't know that, thanks!... [more]
3 922 Jun 6, 2008 03:30 pm
by thecheeseman
CoD4 Game scripts
Call of Duty 4 : CoD4 MP Mapping
Hi guys, I know this is kind of stupid to ask for but... I don't have CoD4 and my comp can't handle it, so if one of you could take the scripts (maps\) from CoD4 and send them to me I'd appreciate that. I am modding for UO and I need some ideas ... [more]
3 922 Jun 6, 2008 02:31 am
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
I'll help you test it :) Make sure the soundaliases is correct. Also, some files need to be 44100Khz 16Bit Mono for them to play. I don't know how it would move like normal vehicles, but you could use the "moveto()" command to fake it. Any music ... [more]
59 1114 May 29, 2008 12:52 am
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
Well, thruthfully, I am at a loss. I don't know what to say, it should work! Eek.... [more]
59 1114 May 27, 2008 10:31 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
It should be where he drags you then you stop. Try recompiling your map and run again, see if that helps at all.... [more]
59 1114 May 27, 2008 10:05 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
Do you have a node here: drag_guy_node = getent("pov_anchor","targetname"); drag_guy_node.origin = (-24, 4992, 32); ?... [more]
59 1114 May 27, 2008 10:01 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
Would you mind posting the whole script file once more?... [more]
59 1114 May 27, 2008 09:55 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
The fx file shouldn't be the problem... and yet it still should work! Everything is right, but nothing works. Might just be CoD2... I don't know. You might just have to re-script your level, and make it work your way rather than IW's.... [more]
59 1114 May 27, 2008 09:51 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
You don't need the mortars, only if you want them :) Animations should work no matter what.... [more]
59 1114 May 27, 2008 09:46 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
You missed some things, but good. Here is the fixed: main() { player_animations(); ai_animations(); } #using_animtree("duhoc_player"); player_animations() { level.scr_animtree["player"] = #animtree; level.scr_anim["player"]["flip"] = %duhoc_... [more]
59 1114 May 27, 2008 09:09 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
You keep the animation scripts in the main. gsc. In order for those animations to work you need to precache them, much like the FX. That's what the "lastcharge_anim.gsc" is for. edited on May. 27, 2008 05:04 pm by thecheeseman... [more]
59 1114 May 27, 2008 09:01 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
Make sure you have an animations file(lastcharge_anim.gsc) for the animations called in the .gsc. Also make sure to thread them in your .gsc's main: thread maps/lastcharge_fx::main(); thread maps/lastcharge_anim::main();... [more]
59 1114 May 27, 2008 08:48 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
For the script, you don't need higgins_wave2_start(); Also make sure you have scripted_event_woundedShellShockMoments(); in that script. Do you have a trigger called "animation"? If not then this script won't start at all. Read this tuto... [more]
59 1114 May 27, 2008 08:37 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
On the Code:player_higgins_explosion_cameraAnimate_drag() { //spawn dragging guy drag_guy = getent ("Sgt.Jamohka","script_friendname"); drag_guy pushPlayer(true); drag_guy.animname = "drag_guy"; drag_guy.anim_disablePain = true; drag_guy thre... [more]
59 1114 May 27, 2008 08:30 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
Was there an error? Like script compile error, or something? That's a lot of code, but I did notice you left out a "{}" or two here and there.... [more]
59 1114 May 27, 2008 08:25 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
The problem with the magic bullet shield, is that it constantly resets the Ai's health. Take a look at the code for it: Code:magic_bullet_shield(health, time, oldhealth, maxhealth_modifier) { self endon ("stop magic bullet shield"); self endon ("d... [more]
59 1114 May 26, 2008 05:18 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
Do what Caretaker said. Should work fine... lol I did write the script off the top of my head, so might be a mistake or two :) ... [more]
59 1114 May 25, 2008 08:42 pm
by thecheeseman
Error when rotating entire map
Call of Duty 4 : CoD4 MP Mapping
Make sure you don't have a copy of the map in your main... when you compile it the compiler reads all the files in your main... sooo if it's in there you'll only get a re-compiled version of the old one.... [more]
12 710 May 25, 2008 08:36 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
Lol like Caretaker said, should be movez(-572,2); I see you're using the stock method for mortars maps\_mortar::main(); But you have to rename your script_origins to "mortar" in order for that to work. Try commenting out my mortar part, and using... [more]
59 1114 May 25, 2008 04:09 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
I suppose you'd make a script_brushmodel part of the prefab, and in the script tell it to move or movegravity. You will still do the "ai dodamage((ai.health + 200), (0,0,0));" to kill him. For the mortar, you need to look in radiant for the exact XYZ l... [more]
59 1114 May 23, 2008 12:43 am
by thecheeseman
Map Compile error
Call of Duty 2 : CoD2 MP Mapping
Your problem lies right here: "C:\Program Files\Activision\Call of Duty 2bin\CoD2CompileTools.settings" Not a slash between "Call of Duty 2bin" should be "Call of Duty 2\bin". The compile tools can't find a folder called "Call of Duty 2bin" so it gi... [more]
8 1581 May 22, 2008 06:01 pm
by thecheeseman
Questions, please help!
Call of Duty 2 : CoD2 MP Mapping
1) For mortars use RadiusDamage, RadiusDamage(origin, distance, max, min); 2) If your max is over 150, and the origin is at the friendly AI, radiusdamage should kill them. 3) What do you mean, fall? As in fall out of the sky? If so make the pref... [more]
59 1114 May 22, 2008 05:56 pm
by thecheeseman
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