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Latest Posts by taufikbe23
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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
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
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
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
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
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
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
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
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
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
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
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
i need help
Call of Duty : CoDUO Mapping
yes, single player.... [more]
4 789 May 21, 2008 12:39 am
by taufikbe23
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
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
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
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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