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Topic | Replies | Views | Last Post | |
Message Bug :s Call of Duty 4 : CoD4 Scripting Where you reset the dvar, you haven't changed it from scr_rpd, which is why the script keeps repeating.... [more] |
2 | 2168 | Mar 1, 2012 05:56 pm by Xylozi |
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size cannot applied to int Call of Duty 2 : CoD2 Scripting Does self.carry actually have any entries in its array? If not, then that is the issue.... [more] |
5 | 2459 | Aug 17, 2011 07:35 am by Xylozi |
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how wierd :< Call of Duty 4 : CoD4 Scripting Your going to hit the entity limit if you have 700+ boxes. Do you really need that many?... [more] |
15 | 2241 | Jul 22, 2011 11:52 am by Xylozi |
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Hostage and Rescue gametype? Call of Duty 4 : CoD4 Scripting You could use a script_model, and simple set the model to the bot xmodel. However you would lose any animation with this. Another possible method would be to set the bot's team to "spectator", that way the bot is not unbalancing the teams.... [more] |
3 | 2275 | Jul 15, 2011 02:40 pm by Xylozi |
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Some quick questions Call of Duty 4 : CoD4 Scripting Oops.... [more] |
6 | 2473 | Jun 4, 2011 08:07 am by Xylozi |
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Player Controlled Video Camera Monitors Call of Duty 4 : CoD4 Scripting The actual spectating part would be fairly simple. You'd just have an array of positions (perhaps through script origins or the likes) and then position the player in each of the positions. To fine tune it, you'd need to remove the visible parts of the... [more] |
18 | 2925 | Feb 24, 2011 11:34 am by Xylozi |
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guide through first steps of modding Call of Duty 2 : CoD2 Scripting serthy writes...Quote:big thanks to you guys im glad that some of u still have fun with mod a 5 year old game and help some newbies here out of trouble , you rock i know that you can mod nearly everything if i would know where to start :D :D ^^ ok... [more] |
51 | 3165 | Feb 15, 2011 06:32 am by Xylozi |
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Chinatown models and textures Call of Duty 4 : CoD4 MP Mapping I'm pretty sure you have to rip the models out using a program, like DXRipper. The materials can be found in .IWI form, which can be coverted to .DDS and then applied to the ripped models I guess. However I have no experiencing it doing stuff like that... [more] |
3 | 2458 | Feb 6, 2011 06:47 am by Xylozi |
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Have problem with mp_mapname.load.ff files Call of Duty 4 : CoD4 MP Mapping You need to follow the process of making a loadscreen, and you'll make the mapname_load.ff.... [more] |
3 | 3398 | Feb 6, 2011 06:46 am by Xylozi |
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Looking for an experienced mapping / tech partner.. Call of Duty 4 : CoD4 MP Mapping What was the issue when multiple players were on the map?... [more] |
11 | 2382 | Feb 6, 2011 06:39 am by Xylozi |
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Making a Zombie map Call of Duty 4 : CoD4 MP Mapping Most PvP zombie mods simply use the TDM spawn set. For PvE ones (like BTD), you'll need to use the mod's tools to prepare your map, placing waypoints and such.... [more] |
12 | 5806 | Jan 11, 2011 06:33 am by Xylozi |
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Disabling Weapons for a particular team... Call of Duty 4 : CoD4 Scripting Tested and fixed the code, this works perfectly now: Code: init() { // handle disabled weapon check variable level thread onPlayerConnect(); level thread setupTrigger(); } onPlayerConnect() { while(1) { level waittill( "connected", ... [more] |
6 | 3707 | Dec 20, 2010 03:56 pm by Xylozi |
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Disabling Weapons for a particular team... Call of Duty 4 : CoD4 Scripting Use a single trigger, covering the room or space. This script will stop the player using weapons in that trigger: Code: init() { // handle disabled weapon check variable level thread onPlayerConnect(); level thread setupTrigger(); } onPlaye... [more] |
6 | 3707 | Dec 18, 2010 11:45 am by Xylozi |
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holding a key. Call of Duty 2 : CoD2 Scripting If the mod re-binded the players keys, since it can't detect what is being used for what. So players who use a different key combination from WASD would have issues as it would re-bind the movement command to the wrong key. ... [more] |
16 | 2521 | Nov 30, 2010 08:49 pm by Xylozi |
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Spawnable Collision Call of Duty 4 : CoD4 Scripting If you spawn a trigger_radius and set the contents, it will become solid. Only downside seems to be that the player's aim will wobble a bit when ontop of it. The code below is ALL that is being used to spawn the collision, no fancy models or the likes. ... [more] |
9 | 5497 | Nov 30, 2010 08:32 pm by Xylozi |
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weapons Call of Duty 4 : CoD4 SP Mapping It happens because the models have some of the attachments on them already, and the weaponfile allows you to hided certain tags to allow for different attachments without needing a new model for each one. Edit: Just checked, and to add those attachm... [more] |
5 | 2295 | Nov 27, 2010 08:01 pm by Xylozi |
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Element on players in compass Call of Duty 2 : CoD2 Scripting 16 is a hardcoded limit. You could change the Green Triangle image, but it would affect all players.... [more] |
25 | 1994 | Nov 27, 2010 06:11 pm by Xylozi |
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Element on players in compass Call of Duty 2 : CoD2 Scripting We need to know where this is being threaded, and how it is handled before we can fix the issues. ... [more] |
25 | 1994 | Nov 27, 2010 04:51 pm by Xylozi |
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black ops mario kart Call of Duty: Black Ops : CoDBO General It is done with the Mod Loader, which injects into the .exe. However since you can disable VAC with sv_vac, private matches can run mods this way.... [more] |
6 | 3830 | Nov 27, 2010 02:32 pm by Xylozi |
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Element on players in compass Call of Duty 2 : CoD2 Scripting Well I can see an issue with how your using objective_add. Your meant to use special slot number for objectives, which is returned with this function (in CoD4). Code:objectiveID = maps\mp\gametypes\_gameobjects::getNextObjID(); There should be a sim... [more] |
25 | 1994 | Nov 27, 2010 01:04 pm by Xylozi |
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Element on players in compass Call of Duty 2 : CoD2 Scripting Use a seperate thread to monitor when the player disconnects. e.g. Code: OnDisconnect() { self waittill( "disconnect" ); objective_delete( self.objID ); /* any other code */ } ... [more] |
25 | 1994 | Nov 27, 2010 09:41 am by Xylozi |
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Change Player in Object Call of Duty 2 : CoD2 Scripting The simplest way to do rcon commands is to use player ids, which use the getEntityNumber() function, in conjunction with /rcon status so the admin can get the number.... [more] |
25 | 2338 | Nov 21, 2010 08:47 pm by Xylozi |
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Set Grenade Plugin Call of Duty 4 : CoD4 Map + Mod Releases Samuel033 writes...Quote:It looks like once thrown the player is hidden, the model changed, and then moves with the nade, but not a killcam or replay. Correct? I would very much love to be able to slow down the actual killcam. Yes that is pretty mu... [more] |
5 | 2943 | Nov 17, 2010 08:56 pm by Xylozi |
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Set Grenade Plugin Call of Duty 4 : CoD4 Map + Mod Releases Set Grenade Plugin Video Features: - Allows you to track their grenades in real time, includes: Frag Flash Concussion Smoke - You can track the grenade at various timescales (25% speed to 200%) - Easy to implement into existing mods. (One mai... [more] |
5 | 2943 | Nov 17, 2010 05:13 pm by Xylozi |
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Black Ops Functions Call of Duty: Black Ops : CoDBO Scripting No, but somebody did a GSC rip of Black Ops about a day after release. Which is where I got the information.... [more] |
10 | 13262 | Nov 12, 2010 08:54 pm by Xylozi |
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