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Topic | Replies | Views | Last Post | |
Prefabs and scripting Call of Duty 2 : CoD2 Scripting Hats off to you, Pedro. That made it work. Thanks alot.... [more] |
15 | 942 | Sep 23, 2010 12:44 pm by Zelzahim |
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Prefabs and scripting Call of Duty 2 : CoD2 Scripting Well. Theres a trigger there. I removed the script and tested again, and the "use" symbol appeared as i get close. ... [more] |
15 | 942 | Sep 23, 2010 04:45 am by Zelzahim |
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Prefabs and scripting Call of Duty 2 : CoD2 Scripting Well... i have. That's strange.... [more] |
15 | 942 | Sep 22, 2010 08:26 pm by Zelzahim |
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Prefabs and scripting Call of Duty 2 : CoD2 Scripting Thanks again. Your script does give me the following error tho. Code:******* script runtime error ******* array is not an object: (file 'maps/mp/blockdestr.gsc', line 7) trigger waittill ("trigger"); * called from: (file 'maps/mp/mp_block.gsc', li... [more] |
15 | 942 | Sep 22, 2010 08:01 pm by Zelzahim |
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Prefabs and scripting Call of Duty 2 : CoD2 Scripting Hello, and thanks alot. The script i will be using is at the moment really simple, and goes somewhere along these lines. Code:main() { block=getent ("block","targetname"); trigger=getent ("trigger","targetname"); trigger waittill ("trigger")... [more] |
15 | 942 | Sep 22, 2010 06:46 pm by Zelzahim |
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Prefabs and scripting Call of Duty 2 : CoD2 Scripting Bumping.... [more] |
15 | 942 | Sep 22, 2010 11:21 am by Zelzahim |
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Prefabs and scripting Call of Duty 2 : CoD2 Scripting I have got a great idea for a new map, just that theres one thing that i would need your help with before i get started. I would like to create a prefab of a simple dirt block which the player would then be able to destroy by bashing it. I've yet cr... [more] |
15 | 942 | Sep 22, 2010 09:14 am by Zelzahim |
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Calculator? Call of Duty 2 : CoD2 Scripting Thank you yet again, sir.... [more] |
5 | 2843 | Dec 22, 2009 04:12 pm by Zelzahim |
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Calculator? Call of Duty 2 : CoD2 Scripting Thanks alot for the quick response. It worked perfectly, thank you! Also, if you want it to increase 10 each time, how do you do it? It just increases 1.... [more] |
5 | 2843 | Dec 22, 2009 03:53 pm by Zelzahim |
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Calculator? Call of Duty 2 : CoD2 Scripting Evening. Im trying to create a simple "calculator" for use in a planned multiplayer artillery system. I want to be able to move the spot where the artillery hits at custom, so i thought i might start out with a simple variable called sum. I want to ... [more] |
5 | 2843 | Dec 22, 2009 03:17 pm by Zelzahim |
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Moving triggers - possible? Call of Duty 2 : CoD2 Scripting Thanks Demon! Ill try it when i get back home and can use radiant again (going way for a few days).... [more] |
19 | 1133 | Jun 28, 2009 12:35 pm by Zelzahim |
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Moving triggers - possible? Call of Duty 2 : CoD2 Scripting Nope, not working at all. Isnt it possible to delete() the trigger and then re_spawn them 1000 yards ahead on the x-axis or at a origin?.... [more] |
19 | 1133 | Jun 28, 2009 07:56 am by Zelzahim |
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Moving triggers - possible? Call of Duty 2 : CoD2 Scripting anyone? :/... [more] |
19 | 1133 | Jun 27, 2009 04:46 pm by Zelzahim |
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Moving triggers - possible? Call of Duty 2 : CoD2 Scripting playername, tried your but i get this error: Code:******* script runtime error ******* entity 6 is not a script_brushmodel, script_model, or script_origin: (file 'maps/yalla.gsc', line 116) trigger_shoot movex(-1000, 10, 9, 1); * started from: ... [more] |
19 | 1133 | Jun 27, 2009 12:18 pm by Zelzahim |
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Moving triggers - possible? Call of Duty 2 : CoD2 Scripting liltc64 writes...Quote:well u could do something like this trigger movez(-1000,0.1); of corse put ur cords there and if thats not the name of trigger change that Yeah, that was my first thought aswell but you can't just move the trigger around s... [more] |
19 | 1133 | Jun 26, 2009 06:06 pm by Zelzahim |
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Moving triggers - possible? Call of Duty 2 : CoD2 Scripting Hey everyone. Im wondering if it's possible to move a trigger_use around the map with a script since you cant make then brushmodels or anything. Im trying to make a boat to sail around in, but without a trigger it's rather useless. Can someone help ... [more] |
19 | 1133 | Jun 26, 2009 05:02 pm by Zelzahim |
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Sounds are not working. Call of Duty 2 : CoD2 Scripting Thanks for your time, it didnt work tho. maybe it isn't the script that's wrong, it could be some weird setting or something?... [more] |
7 | 1082 | Jun 13, 2009 05:27 pm by Zelzahim |
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Sounds are not working. Call of Duty 2 : CoD2 Scripting And for the glory of still-not-working-sounds, bump.... [more] |
7 | 1082 | Jun 12, 2009 05:19 am by Zelzahim |
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Sounds are not working. Call of Duty 2 : CoD2 Scripting Bump yet again, someone must be able to help me around here.... [more] |
7 | 1082 | Jun 10, 2009 06:46 am by Zelzahim |
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Sounds are not working. Call of Duty 2 : CoD2 Scripting Anyone?... [more] |
7 | 1082 | Jun 9, 2009 02:33 pm by Zelzahim |
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Sounds are not working. Call of Duty 2 : CoD2 Scripting Good evening gents. I have a rather delicious problem here, im building a "Hill" map and at one crossing over the river which is guarded by bunkers the peeps in the bunker will be able to call in artillery barrage on the crossing. Damage and fx's wo... [more] |
7 | 1082 | Jun 9, 2009 11:40 am by Zelzahim |
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move1 = ("move1","targetname"), anything wrong? Call of Duty 2 : CoD2 Scripting Okey, now i finally solved it! The error: When i recalled the effects, i spelled it morteffekt(Im from sweden, where we spell it with k instead of c) But when i've played the explosion, i spelled it with c. Thanx for wasting your time anyway, It... [more] |
12 | 1172 | Jun 6, 2009 07:58 am by Zelzahim |
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move1 = ("move1","targetname"), anything wrong? Call of Duty 2 : CoD2 Scripting Okey, listen here, i'll try to make it as clear as possible: Im gonna make a mortar, when you uses the trigger(targetname - trig), a missile(targetname: Projectile) gets fired away, moving to the origins(targetnames: move1,move2,move3) When it hits mo... [more] |
12 | 1172 | Jun 5, 2009 07:15 pm by Zelzahim |
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move1 = ("move1","targetname"), anything wrong? Call of Duty 2 : CoD2 Scripting OKey, here we go: main() { level._effect["morteffekt"] = loadfx("fx/explosions/artilleryExp_dirt_brown.efx"); level._effect["morteffekt2"] = loadfx("fx/smoke/battlefield_smokebank_S.efx"); level._effect["morteffekt3"] = loadfx("fx/explosions/mortarEx... [more] |
12 | 1172 | Jun 5, 2009 03:27 pm by Zelzahim |
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move1 = ("move1","targetname"), anything wrong? Call of Duty 2 : CoD2 Scripting Well, i got an other problem now; "projectile waittill ("movedone");" That isnt anything wrong, is it?... [more] |
12 | 1172 | Jun 5, 2009 01:48 pm by Zelzahim |
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