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Topic | Replies | Views | Last Post | |
Dragon-teeth w/o sticks in it? Call of Duty: World at War : CoDWW SP Mapping AFirstTImeMapMaker writes...Quote:It should be in Radiant...they included all the models for W@W in the mod tools... That's what I too thought, but I can't find it.. edited on Apr. 6, 2013 11:20 pm by phedon... [more] |
6 | 3156 | Apr 7, 2013 06:19 am by phedon |
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Dragon-teeth w/o sticks in it? Call of Duty: World at War : CoDWW SP Mapping Thx for your answers, guys. I mean this on the left side of the picture. You think, they made it by hand? The have made models for everything, but not for this? ... [more] |
6 | 3156 | Apr 6, 2013 02:52 pm by phedon |
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Dragon-teeth w/o sticks in it? Call of Duty: World at War : CoDWW SP Mapping Hi guys, i've searched the models and the web, but i couldn't find any clue: ain't there dragon-tooth in WaW without sticks in it? I thought, I saw some in the Seelow-Map, but now where I want to make a Hürtgenwald-Map I can't find any.. Or am I search... [more] |
6 | 3156 | Apr 6, 2013 09:53 am by phedon |
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Worldspawn Settings Call of Duty 2 : CoD2 SP Mapping Can see it *now* - after deleting a corrupted (additional) pk3 from the main-foder ... [more] |
7 | 3805 | Oct 8, 2012 06:06 pm by phedon |
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Worldspawn Settings Call of Duty 2 : CoD2 SP Mapping Sevenz writes...Quote:as you won't really see what the values do Don't think so - if you have a look at the pictures in the tutorial I mentioned in the first post.. atleast I see what the sky looks like.. I know I have to edit the settings by hand.. e... [more] |
7 | 3805 | Oct 7, 2012 09:29 pm by phedon |
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Worldspawn Settings Call of Duty 2 : CoD2 SP Mapping Should have used BBCode: Quote:with pictures ... [more] |
7 | 3805 | Oct 4, 2012 11:40 am by phedon |
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Worldspawn Settings Call of Duty 2 : CoD2 SP Mapping Hi friends! Some french guys made a nice overview about the worldspawn settings in CoD1 - with pictures (link: http://amigos3d.perso.neuf.fr/coduo_tuto/Graydiant_tuto10.htm). Is there something similar for Cod2 somewhere in the net? I didn't find anyt... [more] |
7 | 3805 | Oct 4, 2012 10:56 am by phedon |
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different targets for Tank Call of Duty : CoDUO Mapping okay, found the solution: Code:tank setTurretTargetEnt(tanktarget[rand], ( 0, 0, 50 )); without the Code:.origin. where can i find a definition of the parameters? what does that (0,0,50) mean? ... [more] |
2 | 1620 | Nov 9, 2009 08:03 pm by phedon |
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different targets for Tank Call of Duty : CoDUO Mapping Hi, i have a t34 and it should shoot at different targets (3 origins, all with the same name: "tank_shoot"). here is the code: Code: tanktarget = getentarray("tank_shoot","targetname"); rand = randomint(tanktarget.size); origin = tanktarget... [more] |
2 | 1620 | Nov 9, 2009 01:58 pm by phedon |
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SP - Axis on Mortar? Call of Duty : CoDUO Mapping okay, finally found a tut: Here... [more] |
5 | 1510 | Nov 6, 2009 10:59 am by phedon |
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SP - Axis on Mortar? Call of Duty : CoDUO Mapping well, i found this file: _mortarteam.gsc. i think, that's the file you meant. but what to do with it? as mentioned in different thread, i have no scripting resources and there are none available (if there were some, i would for sure read them, i swear!... [more] |
5 | 1510 | Nov 5, 2009 09:50 pm by phedon |
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SP - Axis on Mortar? Call of Duty : CoDUO Mapping thx mate! i'll check it out!... [more] |
5 | 1510 | Nov 5, 2009 09:40 pm by phedon |
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SP - Axis on Mortar? Call of Duty : CoDUO Mapping Hi, is there any tutorial on getting some axis to use mortars? or is it simply done like described in axis on mg tutorials? (create turret with mortar, create pathnode, create character and link all together?) if so, whats the values for weaponinfo et... [more] |
5 | 1510 | Nov 5, 2009 09:04 am by phedon |
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Scripting Reference Guide needed Call of Duty : CoDUO Mapping I know that it is 4 yrs old, but meanwhile such a thing could exist. that's why I asked.. sorry for tthe question. ph... [more] |
8 | 2246 | Oct 25, 2009 09:36 pm by phedon |
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Scripting Reference Guide needed Call of Duty : CoDUO Mapping Hi, am looking for this too. Since my (working) scripts are a bunch of copy'n'pasted snippets from the tutorials (the tutorial "Creating Objectives" differs very much from the "Destroy a Flak88 Objective" tutorial), modded until they work. Somebody ... [more] |
8 | 2246 | Oct 25, 2009 09:18 pm by phedon |
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Need a "Panzersperre" - Tank Barrier Call of Duty : CoDUO Mapping okay, i think i suffer from echolalia, but.. once again it works! you helped me out so much, guys! created these folders+files: \sound\ambient\amb_xxx.mp3 \soundaliases\[mapname].csv \soundloadspecs\sp\[mapname].csv in my \uo directory et voila... [more] |
16 | 1032 | Oct 21, 2009 03:44 pm by phedon |
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Need a "Panzersperre" - Tank Barrier Call of Duty : CoDUO Mapping thx for fast reply, but where should i save the .csv-file? in c:\games\call of duty 1\uo\maps\soundaliases? many posts say, that ambientPlay is only for MP-Maps? found the answer for question 2: here just in case.. ;)... [more] |
16 | 1032 | Oct 21, 2009 01:52 pm by phedon |
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Need a "Panzersperre" - Tank Barrier Call of Duty : CoDUO Mapping i know, techno2sl, but i do search the forum first, before i ask sumthing that has been asked several times, you know?! i would like to know, 1. how to add ambient music to a CoD:UO sp map? i already found this: http://www.modsonline.com/Tutor... [more] |
16 | 1032 | Oct 21, 2009 01:29 pm by phedon |
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Need a "Panzersperre" - Tank Barrier Call of Duty : CoDUO Mapping thx again! i know hedgehog only from silenthunter ;) nice. have so much questions, but i don't dare to ask you, mates ... [more] |
16 | 1032 | Oct 21, 2009 12:14 pm by phedon |
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Need a "Panzersperre" - Tank Barrier Call of Duty : CoDUO Mapping He! They are in in the game/mod but where can i find a xmodel of a so called "Panzersperre"? click for translation.. Don't know, whats the right word for it in english thanx in advance, guys!... [more] |
16 | 1032 | Oct 20, 2009 02:22 pm by phedon |
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AI not using mg34 Call of Duty : CoDUO Mapping Found the error: there was a leak. It works fine now! Thx for reply!... [more] |
5 | 1619 | Oct 20, 2009 02:17 pm by phedon |
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AI not using mg34 Call of Duty : CoDUO Mapping Yes, here is the batch file to test the map: coduosp.exe map %1 +set g_connectpaths 1 +set monkeytoy 0 +set com_introplayed 1 +set cheats 1 +set thereisacow 1337 +set developer 1 and this short version: coduosp.exe map %1 +set g_connectpaths 1 ... [more] |
5 | 1619 | Oct 19, 2009 02:32 pm by phedon |
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AI not using mg34 Call of Duty : CoDUO Mapping Hi, i was searching thr the whole forum, but didn't find an answer: i'm doing a SP map, so i have some AI in it . following a tutorial i need this: an actor, a path_node and a turret_misc. now i select the turret (with model = xmodel/mg34_sta... [more] |
5 | 1619 | Oct 19, 2009 12:10 pm by phedon |
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