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Latest Posts by phedon
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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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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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