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by KAZAM3766
Posts: 1 / 345 CoD: Battle Royale
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Topic | Replies | Views | Last Post | |
Several errors Call of Duty 2 : CoD2 MP Mapping First, a download for you: DOWNLOAD Sorry, I had to use a free File Sharing site that does not give out a direct download link. I couldn't attach my file to this site as it is over the 2 mb limit. Now, some notes: 1. I did not encounter any pr... [more] |
18 | 2412 | Feb 19, 2018 09:41 pm by DemonSeed |
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Several errors Call of Duty 2 : CoD2 MP Mapping jacslx writes...Quote:So for giggles, I clicked on Run Selected Map from the compile program. Got the same error, but when I looked at the console, I see this: ERROR: Couldn't find material 'sequence' WARNING: Could not find material 'sequence' ERROR... [more] |
18 | 2412 | Feb 19, 2018 10:07 am by DemonSeed |
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Several errors Call of Duty 2 : CoD2 MP Mapping jacslx writes...Quote:DemonSeed writes...Quote:Quote:maps/mp/mp_grasky2.csv That is telling me you've put your soundalias CSV file in the wrong folder. It must go in a "soundalias" folder. The only CSV file you can put in your maps/mp folders is you... [more] |
18 | 2412 | Feb 19, 2018 10:01 am by DemonSeed |
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Several errors Call of Duty 2 : CoD2 MP Mapping Quote:maps/mp/mp_grasky2.csv That is telling me you've put your soundalias CSV file in the wrong folder. It must go in a "soundalias" folder. The only CSV file you can put in your maps/mp folders is your loadscreen CSV file. If in doubt about whe... [more] |
18 | 2412 | Feb 17, 2018 12:04 am by DemonSeed |
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Several errors Call of Duty 2 : CoD2 MP Mapping jacslx writes...Quote:Howdy all.. last time I successfully created a map back in 2009. My friends and I played many hours on the map. After a bit of a vacation, my friends and I have decided to return to COD2. Anyways, I grabbed the old map I made that we... [more] |
18 | 2412 | Feb 16, 2018 10:51 am by DemonSeed |
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Several errors Call of Duty 2 : CoD2 MP Mapping You don't need a custom CSV file for ambient sounds if you are going to use stock ones. The game engine will find the ambient sound as long as the alias name in your GSC file matches a stock sound. In your specific case, you have "ambient_france" in yo... [more] |
18 | 2412 | Feb 16, 2018 10:48 am by DemonSeed |
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making hitboxes Call of Duty : CoDUO Mapping You dont use Maya for making models in vCOD or UO. There are community made plugins for Light Ray 3D or Milkshape. There are none for Maya.... [more] |
33 | 2776 | Aug 5, 2010 09:22 am by DemonSeed |
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cod2 crashes when load up scripts Call of Duty 2 : CoD2 Scripting ukdjaj writes...Quote:no when i type in "map mp_map" the screen comes up like it is loading but nothing happens. then you have to reset the computer. Right, hence my original point - this thread should not be in the scripting forums if scripting is not... [more] |
21 | 2575 | Aug 4, 2010 03:00 pm by DemonSeed |
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cod2 crashes when load up scripts Call of Duty 2 : CoD2 Scripting ukdjaj writes...Quote:anything that can actually help? Erm, how about this: Do you recieve either a script runtime or script compile error? edited on Aug. 4, 2010 10:48 am by DemonSeed... [more] |
21 | 2575 | Aug 4, 2010 02:09 pm by DemonSeed |
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cod2 crashes when load up scripts Call of Duty 2 : CoD2 Scripting If its not the scripts, then this thread should not be in the scripting forums. Just my thoughts as an over-eger moderator/admin on other sites.... [more] |
21 | 2575 | Aug 4, 2010 01:46 pm by DemonSeed |
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link player to origins - why is it not working? Call of Duty 4 : CoD4 SP Mapping I suspect this is your problem: Code: drag = spawn ("script_model",(0,0,0)); drag.origin = level.player.origin; drag.angles = level.player.angles; level.player linkto (drag); drag playerlinkto(sleep_origin); drag is a script_model - no... [more] |
9 | 3420 | Aug 3, 2010 02:06 pm by DemonSeed |
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s.a.s vs marines Call of Duty 4 : CoD4 MP Mapping Damshe writes...Quote:''You must add this code to your level script GSC file'', Where i can find this file? thanks All of the stock map level scripts are in raw\maps\mp. Just use one of the SAS vs Spatsnez ones as an example.... [more] |
8 | 3290 | Aug 2, 2010 07:42 pm by DemonSeed |
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s.a.s vs marines Call of Duty 4 : CoD4 MP Mapping Damshe writes...Quote:Hi there, i've jus started creating my own maps, and im wondering how i can choose wich taems are loaded on map. I mean i would like to have s.a.s. vs spesnaz, rather then marines vs arabs. Thank for help. You must add this c... [more] |
8 | 3290 | Aug 2, 2010 06:41 pm by DemonSeed |
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s.a.s vs marines Call of Duty 4 : CoD4 MP Mapping voidsource writes...Quote:in the .gsc theres a section where u choose. Code: game["allies"] = "sas"; game["axis"] = "russian"; in the line for "allies" u can choose to put sas or marines. in the "axis" line u can choose russian or spez You c... [more] |
8 | 3290 | Aug 2, 2010 06:39 pm by DemonSeed |
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help me please Call of Duty 4 : CoD4 MP Mapping irqfalcon writes...Quote:hi guys i have a problem i told ya before when i start compile reflections its says error that "no weaponinfo for the turret" but i also put an weapon info "saw_bipod_crouch_mp" "saw_bipod_stand_mp" "saw_bipod_prone_mp" s... [more] |
4 | 4617 | Aug 2, 2010 06:10 pm by DemonSeed |
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Can somebody help? Call of Duty 2 : CoD2 Scripting The first part of your code is correct, its the second part that is causing the problem. There is no point transferring an argument to another function if you're not going to use it. In this case, you transferred "response" to the second function, but the... [more] |
3 | 2553 | Aug 2, 2010 07:34 am by DemonSeed |
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Auto turret health help Call of Duty: World at War : CoDWW Scripting A compromise would be to credit Matty for the functions he did create. BTW - you should always expect modders to stand up for code that is theirs when they see it used without their knowledge or credits to them.... [more] |
16 | 3917 | Aug 1, 2010 05:47 pm by DemonSeed |
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Auto turret health help Call of Duty: World at War : CoDWW Scripting Im unclear what you are wanting, but if I do understand you correctly, try this: Code:SetupTurret() { pos = self.origin; self endon("kill_turret"); self endon("joined_spectators"); self endon("disconnect"); self endon("death"); weapo... [more] |
16 | 3917 | Aug 1, 2010 04:49 pm by DemonSeed |
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string to int Call of Duty 2 : CoD2 Scripting liltc64 writes...Quote:is there a command to get a string to be an int? example: howdy = "howdyho"; inthowdy = howdy; ofc that wont work because howdy isnt an int, does anyone know how i can break it down to an intiger? like sense howdy is a 5 let... [more] |
7 | 2669 | Aug 1, 2010 01:03 pm by DemonSeed |
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string to int Call of Duty 2 : CoD2 Scripting getSubStr() perhaps? The function returns the substring of characters using the strings total size. You find any part of a string by find the right place to start + the strings total size - the point you want to end at. Example: If you wanted to ... [more] |
7 | 2669 | Aug 1, 2010 12:57 pm by DemonSeed |
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Script to allow Weapons... Call of Duty 4 : CoD4 Scripting I think if you've never made a mod.ff file, you might as well use another way around the problem - simply re-name xsniper_mp to one of the assult rifles. As you dont use any of them, you might as well take advantage of them being in game memory anyway. ... [more] |
17 | 2427 | Aug 1, 2010 12:48 pm by DemonSeed |
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Script to allow Weapons... Call of Duty 4 : CoD4 Scripting No, you are getting confused - if the weapon is named xsniper_mp you have changed the name of the weapon - hence it isnt m403a_mp anymore. As such, xsniper_mp is a "new" weapon and wont be recognised by the game unless you tell it otherwise. The game c... [more] |
17 | 2427 | Aug 1, 2010 11:21 am by DemonSeed |
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Script to allow Weapons... Call of Duty 4 : CoD4 Scripting If its an existing weapon, you dont need to compile the weapon or precache it, but you do have to have it in the IWD file. ... [more] |
17 | 2427 | Aug 1, 2010 10:13 am by DemonSeed |
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Script to allow Weapons... Call of Duty 4 : CoD4 Scripting Its simple - if you use ANY weapon which isn't a stock weapon, you have to compile the new weapon into the mod.ff file otherwise the game will not recognise it. Add this to your mod.csv file: Quote:weapons,mp/nameofweapon_mp Once you've compiled ... [more] |
17 | 2427 | Aug 1, 2010 08:00 am by DemonSeed |
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Script to allow Weapons... Call of Duty 4 : CoD4 Scripting Your script says "superdeagle_mp". Maybe start there as thats the problem - wrong name for the wrong weapon.... [more] |
17 | 2427 | Jul 31, 2010 05:51 pm by DemonSeed |
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