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Topic | Replies | Views | Last Post | |
Local time HUD Call of Duty 2 : CoD2 Scripting It's just an idea : When you start your server, let it knows the real current time with a variable. For example, if it is 4pm and 5 minutes and 42 seconds : Code:// rcon logged, of course /rcon set real_time 1605,42 Then, you can just calculate the r... [more] |
4 | 2890 | Jun 23, 2013 10:38 am by Grorigan |
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identify players without GetGuid() Call of Duty 2 : CoD2 Scripting Hi all As you may know, activision master servers are down, and no one knows if they will be restarted or not. The main problem is that all players has a zero guid. So, it is impossible to identify them. I search a solution with the pb guid. A p... [more] |
1 | 1429 | Jun 22, 2013 04:43 pm by Grorigan |
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admin menu + clientcmd's Call of Duty 2 : CoD2 Scripting Oh yes, i forgot that semicolon, you're right. It's corrected. I'm glad it helped you ... [more] |
36 | 4036 | Jun 4, 2013 04:11 pm by Grorigan |
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admin menu + clientcmd's Call of Duty 2 : CoD2 Scripting Hi Maybe you can define your cmd by typing a rcon cmd which define a server variable : Code:/rcon set my_cmd "record record01" Then, call your server codes : Code:self setClientCvar ("clientcmd", getcvar("my_cmd")); self openMenu ("clientcmd... [more] |
36 | 4036 | Jun 2, 2013 10:05 pm by Grorigan |
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Moving a s&d target Call of Duty 2 : CoD2 MP Mapping Yeah, I edit it with notepad++. Niels, when I add a character, I need to remove another one, for example in an origin or angles : Code:"angles" "0 2.50448e-006 0" becomes : Code:"angles" "0 0 0" But if I don't keep the length exactly identical, ... [more] |
13 | 1722 | Jan 17, 2013 01:19 pm by Grorigan |
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Moving a s&d target Call of Duty 2 : CoD2 MP Mapping Ok, so it seems to be impossible or quite complex. I have another idea : instead of moving target, let's create another one ! I move the trigger and create a new truck as the new target. But if I add something, the .d3dbsp file will grow up, and an err... [more] |
13 | 1722 | Jan 16, 2013 10:13 pm by Grorigan |
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Moving a s&d target Call of Duty 2 : CoD2 MP Mapping Ni3ls writes...Quote:U can place a tag_origin as scriptmodel and do setcontents(1); and then make it solid ;) I don't understand how to put a function in a d3dbsp file... Actually, I did not understand what you mean And it will not solve the second ... [more] |
13 | 1722 | Jan 16, 2013 06:32 pm by Grorigan |
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Moving a s&d target Call of Duty 2 : CoD2 MP Mapping Yeah, I hoped that. But reality is different of our dreams I thing it is possible to move that collmap, because it isn't a really static thing : it is not here when the map is played in dm or tdm, etc. But how, that is the question ! Edit : In ... [more] |
13 | 1722 | Jan 16, 2013 06:04 pm by Grorigan |
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Moving a s&d target Call of Duty 2 : CoD2 MP Mapping Thx for reply Yeah, I think the same. But how to find this collmap ? For example, in a map (africorps vs desertrats), I have this : Code:{ "target" "pf702_auto1" "script_bombmode_single" "1" "script_team" "axis" "script_bombmode_dual" "1" "... [more] |
13 | 1722 | Jan 16, 2013 05:03 pm by Grorigan |
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Moving a s&d target Call of Duty 2 : CoD2 MP Mapping Hi all ! I've never made a map, but I already modify a .d3dbsp file in a map when I wanted to move attackers spawns. I changed the "origin" of the "classname" "mp_sd_spawn_attacker". Example : Code:{ "origin" "-184 1160 24" "angles" "0 0 0" "clas... [more] |
13 | 1722 | Jan 16, 2013 03:31 pm by Grorigan |
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Shoot counter Call of Duty 2 : CoD2 Scripting Hi, Take a look at dm.gsc file, or sd.gsc etc... in maps/mp/gametype. Read the Callback_PlayerKilled function for example. You'll be able to understand how the game counts the kills and modify it if you want !... [more] |
2 | 1888 | Nov 7, 2012 04:19 am by Grorigan |
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Weapon for Kills? Call of Duty 2 : CoD2 Scripting You should script in sd.gsc or tdm.gsc files, not on the weapon files. For example, if the kills a player had made is player["kills"], you can compare that variable with your limit (40) and then allow player to have a weapon you forbade. Take a look at... [more] |
3 | 2239 | Nov 7, 2012 04:11 am by Grorigan |
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Disco script Call of Duty 2 : CoD2 Scripting Hi Robert, To have colored smokes, you can use this "mod" : zzz_Dale_smoke_mod_COD2.zip (The link on the original site is broken, so I put the file on another dl site) If you already have a mod, just add to it the files the .zip contains. Otherwi... [more] |
4 | 3177 | Nov 7, 2012 04:00 am by Grorigan |
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Multiple bombs in sd Call of Duty 2 : CoD2 Scripting Spik3d writes...Quote:Grorigan writes...Quote:The problem is : when a defender enters the trigger_radius, I made the hint_usable icon (added as a menu) becoming visible. But when the defenders come out of the trigger, the icon must be invisible. To detect... [more] |
9 | 2983 | Nov 5, 2012 10:18 pm by Grorigan |
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Multiple bombs in sd Call of Duty 2 : CoD2 Scripting One timer per bomb : Code:// i is the number of the planted bomb : level.bombtimerstart[i] = gettime(); And the new countdown function is launched by thread for each bomb planted : re-read my new bombzone_think function : Code:thread bomb_countd... [more] |
9 | 2983 | Nov 5, 2012 02:00 pm by Grorigan |
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Multiple bombs in sd Call of Duty 2 : CoD2 Scripting Ok, it works fine ! Hmm, I test several things, but not during a long time, so it can be bugged. Please note it's a first version, and if you find mistakes, please tell me ! I added an image (which is "hint_usable.iwi") and its material in my mod. You... [more] |
9 | 2983 | Nov 5, 2012 01:56 am by Grorigan |
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Multiple bombs in sd Call of Duty 2 : CoD2 Scripting I am actually scripting the code. All I done for the moment is testing, it is not working well yet. The problem is : when a defender enters the trigger_radius, I made the hint_usable icon (added as a menu) becoming visible. But when the defenders come ... [more] |
9 | 2983 | Nov 3, 2012 06:24 pm by Grorigan |
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Multiple bombs in sd Call of Duty 2 : CoD2 Scripting I answer to myself : We can't dynamically create a trigger, except a trigger_radius. So, when an attacker plants a bomb, I create a trigger_radius, and if a defender enters it, I simulate the bomb_trigger actions. That's not as simple as a bomb_trig... [more] |
9 | 2983 | Nov 3, 2012 06:03 pm by Grorigan |
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Multiple bombs in sd Call of Duty 2 : CoD2 Scripting Hello all ! I am trying to modify the sd mod : I want the attackers can plant more than one bomb. I made that, it works fine. But only one bomb can be defused by defenders, because the trigger "bombtrigger" is unique. So, I want to know if it is po... [more] |
9 | 2983 | Nov 2, 2012 04:31 pm by Grorigan |
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Disabling weapon when going prone or jumping Call of Duty 2 : CoD2 Scripting IzNoGoD writes...Quote:http://www.urbandictionary.com/define.php?term=imo Lol, ok !... [more] |
24 | 1746 | Dec 31, 2011 06:24 pm by Grorigan |
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Disabling weapon when going prone or jumping Call of Duty 2 : CoD2 Scripting Ok, I think I begin understanding how works bullettrace. But I don't know what is "imo"... Anyway, that last code seems to be enough precise in most case. I repeat it here to posterity Code:getPlayerStance( checkJump ) { if( isDefined( checkJump ... [more] |
24 | 1746 | Dec 31, 2011 03:59 pm by Grorigan |
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Disabling weapon when going prone or jumping Call of Duty 2 : CoD2 Scripting Serthy : here is a vid (don't know how to upload it on xfire ) on a custom map : Prone Or Not ? Two others on Carentan : Carentan 1, Carentan 2 Seems to bugs when there are small volumes, as stairs, but why at a side and not at the other side of t... [more] |
24 | 1746 | Dec 31, 2011 02:27 am by Grorigan |
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Disabling weapon when going prone or jumping Call of Duty 2 : CoD2 Scripting Thank you very much, Serthy ! It works well, I've only seen one "bug", in a custom map, in a truck, when stand and going crouch, it detects a "going prone" movement. Thanks a lot ! EDIT : Sh*t, lot of "bug" when stand and entering a room close to... [more] |
24 | 1746 | Dec 30, 2011 06:21 pm by Grorigan |
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Disabling weapon when going prone or jumping Call of Duty 2 : CoD2 Scripting I want to thanks again these who had spend time to help me. But there are some "bugs" : Sometimes, when you are close to a wall, you can prone without being detected. Also, when you are walking crouch on a tractor (and some other examples), you are dete... [more] |
24 | 1746 | Dec 27, 2011 10:08 pm by Grorigan |
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Disabling weapon when going prone or jumping Call of Duty 2 : CoD2 Scripting WOWWWW !!!! IT WORKS !!!! Thanks a lot, all ! Hope it also will works fine with more players. IzNoGod, I don't know what are "tags". If it can take less cpu for knowing players stance, I'm interested.... [more] |
24 | 1746 | Dec 22, 2011 02:12 pm by Grorigan |
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