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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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 ![]() |
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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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