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vehicle error Call of Duty 2 : CoD2 MP Mapping i don't know what happen. i never can make my own script_vehicle and vehicle node even i follow everything on the tutorial. when i make my own script_vehicle, i can walk over the vehicle even there is the collmaps. when i make my own vehicle_nodes,... [more] |
2 | 719 | Sep 5, 2008 02:03 pm by taufikbe23 ![]() |
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gsc come on some one must know Call of Duty 2 : CoD2 MP Mapping new mapper??? try this main() { maps\mp\_load::main(); setExpFog(0.0001, 0.55, 0.6, 0.55, 0); // setCullFog(0, 16500, 0.55, 0.6, 0.55, 0); ambientPlay("ambient_france"); game["allies"] = "american"; game["axis"] = "german"; game["attacke... [more] |
7 | 2257 | Sep 5, 2008 01:30 pm by taufikbe23 ![]() |
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More Vehicle Problems Call of Duty : CoDUO Mapping haha. i put the "collmaps" folder to a .pk3 and that's work!!! when i create my first map, all model became not solid in the game. then i try to put the "collmaps" folder to .pk3 file. i just try it after knew there was a collmaps folder in "pak... [more] |
14 | 926 | Jul 10, 2008 07:25 am by taufikbe23 ![]() |
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More Vehicle Problems Call of Duty : CoDUO Mapping Quote:That should read ".../call of duty/UO/textures/" why "textures" ??????? i put the "collmaps" folder to a pk3 and it's working. the collmaps work when compiling. and the compiler just open the file from pk3. maybe.... [more] |
14 | 926 | Jul 9, 2008 11:25 am by taufikbe23 ![]() |
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More Vehicle Problems Call of Duty : CoDUO Mapping you need to creat tour own soundloadspec. go to C:\Program Files\Call of Duty\uo create folder named "soundloadspecs". then, in the "soundloadspecs" folder, create the "mp" folder. in the "mp" folder create "yourmapname.csv". where the yourmap... [more] |
14 | 926 | Jul 9, 2008 10:50 am by taufikbe23 ![]() |
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More Vehicle Problems Call of Duty : CoDUO Mapping go to the C:\Program Files\Call of Duty\UOTools\game\uo\ and you'll find the collmaps folder. it comes with the radiant. now make the collmaps folder to a zip file. show the extension and rename it to a .pk3 move that .pk3 to your uo folder. d... [more] |
14 | 926 | Jul 8, 2008 11:47 am by taufikbe23 ![]() |
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More Vehicle Problems Call of Duty : CoDUO Mapping Quote:Couldn't find info for script_vehicle [(null)] that is mean one or more of your script_vehicle doesn't have a vehicletype. you must insert this key/value to your script_vehicle: vehcletype/ available value: elefant_mp flak88_mp gaz67b... [more] |
14 | 926 | Jul 6, 2008 09:09 pm by taufikbe23 ![]() |
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which 1 is the crouching node? Call of Duty 2 : CoD2 SP Mapping use regular (pink) pathnode check the "dont stand" box in entity editor... [more] |
3 | 2003 | Jul 4, 2008 09:49 am by taufikbe23 ![]() |
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Ai without weapons Call of Duty 2 : CoD2 SP Mapping i knew this from map ship on the cod sp level. Cpt. price was walking around without weapon. try this: ai dropweapon(); ai.weapon = "none"; but, in cod1, you must define the stand and walk animation for unarmed actror. if not, you'll see an... [more] |
7 | 1864 | Jul 4, 2008 09:43 am by taufikbe23 ![]() |
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Moving Door Hurt. Call of Duty 2 : CoD2 MP Mapping i don't know this will work just try this main() { maps\mp\_load::main(); game["allies"] = "american"; game["axis"] = "german"; game["attackers"] = "allies"; game["defenders"] = "axis"; game["american_soldiertype"] = "normandy"; game["g... [more] |
12 | 899 | Jul 4, 2008 09:38 am by taufikbe23 ![]() |
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how to let my mortars do damage again? Call of Duty 2 : CoD2 SP Mapping Quote:in my gsc file. i did that and i get an error that says: uninitialised script_origin the variable "script_origin" is not defined. you must define it. just look like script_origin = getent("explosion","targetname"); wgere the "explosio... [more] |
3 | 940 | Jul 4, 2008 09:30 am by taufikbe23 ![]() |
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multiple obj star Call of Duty : CoDUO Mapping how to create an objective with multiple star??? just like destroy enemy tanks 5 remaining and all tanks have a obj star.... [more] |
2 | 841 | May 28, 2008 08:13 am by taufikbe23 ![]() |
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i need help Call of Duty : CoDUO Mapping yes, single player.... [more] |
4 | 789 | May 21, 2008 12:39 am by taufikbe23 ![]() |
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i need help Call of Duty : CoDUO Mapping how to create objective destroy several tanks without a bomb??? just like destroy the tanks use panzerfaust, flak88, or while i drive a tank. and, one more thing, i want all the tanks are can be destroyed randomly. objective sample = "destroy ene... [more] |
4 | 789 | May 20, 2008 06:55 am by taufikbe23 ![]() |
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I don't know how to make an ally constant flood_spawn. Call of Duty : CoDUO Mapping you need script for flood spawner. notice: if you use the flood spawner method, ai will spawn even we not trigger it. the script : Code:attack = getentarray("flood_spawner", "targetname"); level thread maps\_spawner::flood_spawn (attack); for (... [more] |
2 | 735 | May 8, 2008 06:56 am by taufikbe23 ![]() |
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Script help a.u.b/PLZ Call of Duty : CoD Mapping use the trigger damage instead of trigger multiple. try this. main() { thread boom(); } boom() { trig = getent("leaves","targetname"); trig waittill ("trigger"); level._effect["tree"] = loadfx ("fx/impacts/leafs.efx"); maps\mp\_fx... [more] |
9 | 1059 | May 8, 2008 06:32 am by taufikbe23 ![]() |
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Script help a.u.b/PLZ Call of Duty : CoD Mapping Quote:maps\mp\_fx::loopfx("leafs", (912, -16, 600), 0.6); because level._effect["tree"] = loadfx ("fx/impacts/leafs.efx"); the loaded fx is "tree" too. not leafs maps\mp\_fx::loopfx("leafs", (912, -16, 600), 0.6); maps\mp\_fx::loopfx("tree"... [more] |
9 | 1059 | May 8, 2008 06:31 am by taufikbe23 ![]() |
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