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Topic | Replies | Views | Last Post | |
I can´t rememer a shortcut Call of Duty : CoDUO Mapping thank you! I tried a bit until you replied and found out: origin = player getorigin(); playfx(level._effect["glow"], origin + (-10,10,50)); quiet simple isn´t it? But guess youre method has advantages for other situations... maybe for d... [more] |
11 | 1186 | Sep 16, 2010 08:00 am by FmF-Odin |
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I can´t rememer a shortcut Call of Duty : CoDUO Mapping Well, thank you, maybe i m wrong and think there was a shortcut... An other problem now I have is that I had a script where the player triggers a trigger and then his position is set as origin for fx. I don´t have that script but I know around here w... [more] |
11 | 1186 | Sep 15, 2010 07:40 am by FmF-Odin |
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I can´t rememer a shortcut Call of Duty : CoDUO Mapping I know radiants functions very well. I just forgot the shortcut to rotate an object...... [more] |
11 | 1186 | Sep 13, 2010 10:01 am by FmF-Odin |
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I can´t rememer a shortcut Call of Duty : CoDUO Mapping Unfortunetly it s not shift + D... Although thank you.... [more] |
11 | 1186 | Sep 11, 2010 06:34 pm by FmF-Odin |
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I can´t rememer a shortcut Call of Duty : CoDUO Mapping Hello! I dind t mapped for a while. Now I forgot a shortcut.... It s the shortcut for rotating a brush, but not R for mouse rotation, I forgot the shortcut whith that your brush would be rotated 90 degrees by each time you press the button. That dr... [more] |
11 | 1186 | Sep 11, 2010 06:08 pm by FmF-Odin |
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Skinning and creating Models Call of Duty : CoDUO Mapping Hi, I have a Problem with Skinning. I have made a Skin for a dead cow, it looks now something violett and white.... I placed that skin under its original name cow_brown into my map pk3. now the cow looks what I want it to look like, but all cows... [more] |
5 | 2193 | May 7, 2010 04:39 pm by FmF-Odin |
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moving trigger Call of Duty : CoDUO Mapping like that? thread movemytrigger(); } movemytrigger() { trig = getent ("trigger1","targetname"); orig = getent ("origin1","targetname"); trig enablelinkto(); wait 0.05; trig linkto(orig); orig moveTo (x,y,z); } thanks for your help! ... [more] |
10 | 2038 | Mar 23, 2010 05:36 pm by FmF-Odin |
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moving trigger Call of Duty : CoDUO Mapping that was great help, thank you! seems like a trigger cant be moved by the moveTo function... have just the problem that te text should fill a room and since this distance thing mesures the distance in a "ball-area"... but this will let me get it wo... [more] |
10 | 2038 | Mar 23, 2010 04:39 pm by FmF-Odin |
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moving trigger Call of Duty : CoDUO Mapping ok, thank you! But i have no idea how these functions work... moveto: let the texttrigger move? and distance: how do i let the script che if a player is in that area? guess I have much to learn in scripting.... thank you!... [more] |
10 | 2038 | Mar 23, 2010 09:11 am by FmF-Odin |
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moving trigger Call of Duty : CoDUO Mapping hello its me again! Is it possible to let a trigger move? I want to give a player a special iprintlnbold in a special moment and thought I could make a text trigger and let it move to a position when this position gets hit by mortar. when the mortar s... [more] |
10 | 2038 | Mar 22, 2010 10:03 pm by FmF-Odin |
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scripting with trigger use problem Call of Duty : CoDUO Mapping wow, thats great! thank you! have much ideas now are there some other funny things like that you like to do with triggers? ... [more] |
12 | 841 | Mar 22, 2010 07:14 pm by FmF-Odin |
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scripting with trigger use problem Call of Duty : CoDUO Mapping Ah now i understand! I made it: explosionsort = getent ("explosion","targetname"); explosion.trigger = getent (explosion.target,"targetname); The explosion (in red) I had to change to explosionsort cause I have to define it with the variablename... [more] |
12 | 841 | Mar 22, 2010 01:42 pm by FmF-Odin |
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scripting with trigger use problem Call of Duty : CoDUO Mapping It works! thank you very much, you re the best!! but why is that so? why don´t need other at explosion.trigger waittill ("trigger,other") (player related string)? and why do I have to write explosion = getent ("explosion.... and can not wri... [more] |
12 | 841 | Mar 22, 2010 11:24 am by FmF-Odin |
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scripting with trigger use problem Call of Duty : CoDUO Mapping Explosion is the script_model that gives the origin for the explosion effect. its a script_model with the targetname/explosion and its defined with: explosionsort = getent ("explosion","targetname");... [more] |
12 | 841 | Mar 22, 2010 10:29 am by FmF-Odin |
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Uhh... I can't describe it. Call of Duty : CoDUO Mapping seems you have much trouble with your xmodels.that could be the trouble. I suggest you solve that first, even if its not the reason, you have to make everything compiling right to find the problem. maybe take a look at toutorial: setting up the radian... [more] |
16 | 2344 | Mar 22, 2010 08:49 am by FmF-Odin |
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scripting with trigger use problem Call of Duty : CoDUO Mapping I tried both of your suggestions and then both together, bt its still the same. its looping all over again... Thanks for your efforts...... [more] |
12 | 841 | Mar 22, 2010 07:16 am by FmF-Odin |
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scripting with trigger use problem Call of Duty : CoDUO Mapping Hello! I have a problem with a trigger! I created a trigger/use and a script_model. script model was called explosion and trigger is the explosion.target cause I connected them. now i want to have an explosion when a player uses the trigger (t... [more] |
12 | 841 | Mar 21, 2010 07:17 pm by FmF-Odin |
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Invisible although it shouldn´t Call of Duty : CoDUO Mapping Hey all! I made a house and tested it. on the third floor there are some walls and some areas of the ground which are invisible although they are textured and have noc "caulk double" inside... The cruel thing is that those brushes are each out of one pa... [more] |
4 | 1569 | Jan 30, 2010 08:44 pm by FmF-Odin |
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Disappearing Structure Brushes Call of Duty : CoDUO Mapping First check your bsp options in radiant, is there anything enabled? ... [more] |
8 | 1852 | Jan 29, 2010 08:49 am by FmF-Odin |
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Script Exploder Call of Duty : CoDUO Mapping Guess this should work, but the wall should change its texture and when making an exploder function you make to brushes whis you may texture different.... although thanks, if nothing works i use your script... [more] |
6 | 810 | Jan 27, 2010 06:28 pm by FmF-Odin |
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Shaders for textures Call of Duty : CoDUO Mapping that is because the textures are not in your pk3 file while testing your map. for the flare workaround, read the lightning thread abowe this one. there is all explained exactly caus i needed help too... ... [more] |
4 | 671 | Jan 27, 2010 06:24 pm by FmF-Odin |
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Script Exploder Call of Duty : CoDUO Mapping thought there is a way to make a damage trigger working multiple times.... ... [more] |
6 | 810 | Jan 27, 2010 08:32 am by FmF-Odin |
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Script Exploder Call of Duty : CoDUO Mapping Hello ,I got a problem. I have an idea and don t know how to do.... I made a wall (script>brushmodel) , which is an exploder so if someone schoots on it it will change its place where it stands. Is it possible to make the wall getting back to the old ... [more] |
6 | 810 | Jan 26, 2010 08:14 am by FmF-Odin |
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Shaders for textures Call of Duty : CoDUO Mapping The textures you make yourself should be in the uo/textures folder. Also they should be in the game folder for your flare workaround so that te compiler finds them. And you hafe to create a textures folder in the main of your .pk3 for all textures which... [more] |
4 | 671 | Jan 26, 2010 08:10 am by FmF-Odin |
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Shadows and Lights. Call of Duty : CoDUO Mapping lol, said sir because you helped me out and I wanted to show my appreciation! ... [more] |
23 | 2668 | Jan 24, 2010 09:33 pm by FmF-Odin |
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