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Replacing the shoot function in Cod2 Call of Duty 2 : CoD2 Scripting I've decided, for the mod, (because you, IzNoGoD, know what mod I'm doing) am going to make a default weapon for all players, so I won't have to base the shooting increments off of all different weapons. I'll look for an xmodel of some hands and I'll hav... [more] |
4 | 562 | May 16, 2011 09:09 am by r00t_ ![]() |
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Replacing the shoot function in Cod2 Call of Duty 2 : CoD2 Scripting In my newest mod, I'm looking to replace the shoot function with something else for every gun (the 'something else' I already have figured out). How can check whether the player has just shot and is re-cocking gun (semi automatic) or is reloading?... [more] |
4 | 562 | May 16, 2011 08:05 am by r00t_ ![]() |
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Disable hurt effect Call of Duty 2 : CoD2 Scripting If it's solved, can you display the solution so that you can help other's with the same problem?... [more] |
4 | 521 | May 15, 2011 12:10 pm by r00t_ ![]() |
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Power Jump Call of Duty 2 : CoD2 Scripting Hmm it seems on further testing, I think I may have left something out. Because everytime I die, the height of my jump seems to get doubled. Maybe somebody can help ... [more] |
6 | 730 | May 11, 2011 08:35 pm by r00t_ ![]() |
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Power Jump Call of Duty 2 : CoD2 Scripting Here's the code for making someone jump extra high. Code:jump() { level.boostjump = 700; self.health += level.boostjump; eInflictor = self; eAttacker = self; iDamage = level.boostjump; iDFlags = 0; sMeansOfDeath = "MOD_PROJECTILE"; sWeap... [more] |
6 | 730 | May 11, 2011 08:12 pm by r00t_ ![]() |
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HUD Text Call of Duty 2 : CoD2 Scripting Sorry for the double post: Anyway, I tried the script you gave me, i fixed things up a bit and added a bunch of iprintlnbolds for debugging purposes. Here's the script first of all: Code:init() { game["menu_clientcmd"] = "clientcmd"; precacheMen... [more] |
8 | 1107 | May 11, 2011 05:20 pm by r00t_ ![]() |
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HUD Text Call of Duty 2 : CoD2 Scripting Pure awesome. Thanks so much Serthy, i appreciate the immense help you just gave me! I think I completely understand that now i'm ready to start researching client commands I can use that's not just +gostand Serthy, can you PM me your xfire, if you ... [more] |
8 | 1107 | May 11, 2011 09:05 am by r00t_ ![]() |
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My Teleport model for Cod2 Call of Duty 2 : CoD2 Map + Mod Releases excellent work. Do you use maya?... [more] |
4 | 856 | May 10, 2011 06:59 pm by r00t_ ![]() |
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HUD Text Call of Duty 2 : CoD2 Scripting I've have to say, thank you so much for all the help. But to be completely honest, I understand like less than 50% of that code snipet. So if you don't mind, please PM your xfire so I could ask you some more direct questions? Thanks in advance.... [more] |
8 | 1107 | May 9, 2011 06:22 pm by r00t_ ![]() |
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HUD Text Call of Duty 2 : CoD2 Scripting In that case, if you know his style of modding, then I have a somewhat seperate question: how does he add usable keys into his mods? Like, for his zombie power mod he has the jumping zombie use the H key even though call of duty 2 scripting doesn't have ... [more] |
8 | 1107 | May 9, 2011 09:09 am by r00t_ ![]() |
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HUD Text Call of Duty 2 : CoD2 Scripting copyright Selbie's botzombie server. Are these HUD elements made from a .menu file or a .gsc file? I've never been keen about .menu files so I'm hoping it's .gsc... [more] |
8 | 1107 | May 8, 2011 06:45 pm by r00t_ ![]() |
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b3 command (!nade) Call of Duty 2 : CoD2 Scripting try: Code:_cmd_nade_threaded() { if (self.pers["team"] != "spectator") { if(isAlive(self)) { start = self.origin; wait(5); //so they need to get away from the nade in 5 sec? ... [more] |
2 | 740 | May 4, 2011 09:51 am by r00t_ ![]() |
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Player Controlled Video Camera Monitors Call of Duty 4 : CoD4 Scripting Hi, I'm not that great of a scripter but i understand your script. And I had an idea about the problem you're having with the models. But the idea seems like it'd be something you would have thought of. Well, have you tried getting the model of the pla... [more] |
18 | 920 | Feb 25, 2011 11:26 pm by r00t_ ![]() |
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Global Variables Call of Duty 2 : CoD2 Scripting 1337MattY writes...Quote:hey _root, use the 'level.' prefix. Oh wow. I can't believe I didn't think of that. Thank you very much MattY. PS, I'm a big fan, MattY ... [more] |
3 | 851 | Feb 4, 2011 07:12 pm by r00t_ ![]() |
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Global Variables Call of Duty 2 : CoD2 Scripting Global variables. Can it be done? If so, how?... [more] |
3 | 851 | Feb 4, 2011 05:23 pm by r00t_ ![]() |
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Advanced Programming In Cod2 Call of Duty 2 : CoD2 Scripting Thank you so much for the quick and very thought-out response. I did know that the Cod arrays were dynamic, but I was unaware that the line I referred to earlier was just resizing a pointer array. So thanks again, this has been an enormous help. ... [more] |
7 | 1010 | Feb 4, 2011 09:47 am by r00t_ ![]() |
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Advanced Programming In Cod2 Call of Duty 2 : CoD2 Scripting That my question. I have no idea! If not, I'm going to have to figure out to use pointers, just so that I'll be able to take them all out of the original function. Anyone have any ideas how I can do this?... [more] |
7 | 1010 | Feb 3, 2011 08:17 pm by r00t_ ![]() |
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Advanced Programming In Cod2 Call of Duty 2 : CoD2 Scripting I am currently trying to convert a C/C++ header file into a usable cod2 script. It's not like the entire header file, just a function that is very important for what I am trying to accomplish. What you've probably come to expect is that while i'm trying... [more] |
7 | 1010 | Feb 3, 2011 07:28 pm by r00t_ ![]() |
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Astar Algorithm for Cod2 Call of Duty 2 : CoD2 Map + Mod Releases StrYdeR writes...Quote:Please keep comments productive and non-flame inducing I don't want to have to take action in this thread Thanks StrYdeR, even though I think this thread is probably pretty much dead at this point.... [more] |
18 | 1132 | Jan 30, 2011 05:26 pm by r00t_ ![]() |
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Astar Algorithm for Cod2 Call of Duty 2 : CoD2 Map + Mod Releases All your help and suggestions have been carefully considered. Including this pezbot mod. I found it and took a look at the script for it. After skimming for around 20 minutes, i was only half-way through it, and i still hadn't found something similar t... [more] |
18 | 1132 | Jan 28, 2011 05:58 pm by r00t_ ![]() |
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Astar Algorithm for Cod2 Call of Duty 2 : CoD2 Map + Mod Releases I want to write A* myself. No copying and pasting. Instead of taking astar from meatbot, pezbot, etc, I intend to write it myself because copying is not just copying, there is a lot of code editing that goes along with it. And I simply just don't l... [more] |
18 | 1132 | Jan 28, 2011 10:37 am by r00t_ ![]() |
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Astar Algorithm for Cod2 Call of Duty 2 : CoD2 Map + Mod Releases COMING SOON! I won't be the first to have written Astar for cod2 (selbie has already done it*), but unlike the person who's already written it, I will be publishing my script(s) here! So come one, come all to see this famous algorithm in cod2! *f... [more] |
18 | 1132 | Jan 27, 2011 09:13 pm by r00t_ ![]() |
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buttonpressed() Call of Duty 2 : CoD2 Scripting Pedro699 writes...Quote:/bind key "+gostand; openScriptMenu ingame doublejump;" I believe this is how it's done. I haven't looked into the subject a lot, but i have heard around that it has to do with _menus.gsc, which would indicate this being the righ... [more] |
15 | 1030 | Jan 26, 2011 03:25 pm by r00t_ ![]() |
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Astar (A*) In Cod2 Call of Duty 2 : CoD2 Scripting I'm beginning to understand. This is making a lot more sense after the last two comments. I understand now that waypoints will make the A* algorithm a lot more practical. Thanks. And if you have more comments or ideas about this, don't hesitate to men... [more] |
9 | 733 | Jan 22, 2011 09:29 pm by r00t_ ![]() |
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Astar (A*) In Cod2 Call of Duty 2 : CoD2 Scripting If you are talking about nav meshes, then no, that is not what true astar is. My original question on this thread was more intended to get people's ideas on how I can check for obstacles in a cod2 map? As in, how can a sort-of-bot check it's surrounding... [more] |
9 | 733 | Jan 21, 2011 06:58 pm by r00t_ ![]() |
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