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by KAZAM3766
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CoD4 SP Mapping by DrBiggzz
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Topic | Replies | Views | Last Post | |
Improving destructible environment Call of Duty 2 : CoD2 SP Mapping antonio.horvatovic0 writes...Quote:Well, you need to place a script_origin and name it as you like. Then in the script after the wall is broken you play an loop fx on the script_origin location. Can you explain in detail how I would be able to do this?... [more] |
3 | 2379 | Jun 26, 2015 02:23 pm by xXDzepniXx |
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Improving destructible environment Call of Duty 2 : CoD2 SP Mapping Well, I finished making a wall that can only be destroyed by a rocket, and so I'm wondering now how can I improve it? Well, I was thinking of something like fire, or more effects when it blows up. This meaning, I want to make the area I blow up draw out f... [more] |
3 | 2379 | Jun 26, 2015 07:05 am by xXDzepniXx |
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Working Mortar Team but issues Call of Duty 2 : CoD2 SP Mapping The quote got messed up I don't know why, anyways if I understand correctly I delete the stuff inside the 's for example: change it to I did that although what do I do for ? edited on Mar. 24, 2013 04:58 pm by xXDzepniXx... [more] |
15 | 1395 | Mar 24, 2013 10:48 pm by xXDzepniXx |
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Working Mortar Team but issues Call of Duty 2 : CoD2 SP Mapping Ni3ls writes...Quote:open _mortarteam.gsc and search for radiusdamage and change the stuff Ok as far as I get it I delete the stuff inside the 's example although if I am correct what do I put for ? edited on Mar. 24, 2013 03:46 pm by xXDzepniXx... [more] |
15 | 1395 | Mar 24, 2013 10:43 pm by xXDzepniXx |
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Working Mortar Team but issues Call of Duty 2 : CoD2 SP Mapping 3st0nian writes...Quote:Added radiusdamage to _mortarteam2.gsc. Place it to your maps folder. Renamed it so it wont mess up stock maps. In your level script you must call Code:maps\_mortarteam2::main(); You can change the damage parameters yourself. Jus... [more] |
15 | 1395 | Mar 21, 2013 09:29 pm by xXDzepniXx |
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Working Mortar Team but issues Call of Duty 2 : CoD2 SP Mapping Ni3ls writes...Quote:CAn u make a video how its shooting the mortars? Because mortars can be only fired with a script. And you didnt post anything about how the mortars are shootinghttp://www.youtube.com/watch?v=StZhKrV1k-E... [more] |
15 | 1395 | Mar 21, 2013 07:35 pm by xXDzepniXx |
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Working Mortar Team but issues Call of Duty 2 : CoD2 SP Mapping Ni3ls writes...Quote:Code:self radiusDamage(self.origin,500,200,20,self,"MOD_PROJECTILE_SPLASH","rpg_mp" ); Code:[entity] RadiusDamage( , , , , [attacker], [sMeansOfDeath], [sWeapon] ) This is just an example. Modify it to your situation How do you ... [more] |
15 | 1395 | Mar 21, 2013 03:07 pm by xXDzepniXx |
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Working Mortar Team but issues Call of Duty 2 : CoD2 SP Mapping Ni3ls writes...Quote:This is a mortar script? Where are the origins its firing to? Find the origins and do Playerdamage function on that origin Script for this stuff? The Origins are on the ground. How do I set playerdamage and aidamage? edited on Mar.... [more] |
15 | 1395 | Mar 20, 2013 11:42 pm by xXDzepniXx |
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Working Mortar Team but issues Call of Duty 2 : CoD2 SP Mapping Ni3ls writes...Quote:Post your script #include maps\_utility; main() { maps\_load::main(); maps\_mortarteam::main(); level.mortar = loadfx("fx/explosions/grenadeExp_wood.efx"); level.player takeallweapons(); level.player giveWeapon ("m1ga... [more] |
15 | 1395 | Mar 20, 2013 09:56 pm by xXDzepniXx |
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Working Mortar Team but issues Call of Duty 2 : CoD2 SP Mapping I have a working mortar AI that places it and puts in the mortar and fires it although it doesn't damage or sound like a mortar being shot.... [more] |
15 | 1395 | Mar 19, 2013 09:50 pm by xXDzepniXx |
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Accidental Remove Call of Duty 2 : CoD2 SP Mapping Ni3ls writes...Quote:Does your map have a skybox? Else use this (breakout map) Code:{ "northyaw" "90" "_color" "1 .95 .95" "ambient" "0.05" "sundiffusecolor" "0.80 0.82 0.85" "diffusefraction" "0.31" "classname" "worldspawn" "sundirection" "-13... [more] |
6 | 1375 | Mar 19, 2013 12:29 am by xXDzepniXx |
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Accidental Remove Call of Duty 2 : CoD2 SP Mapping 3st0nian writes...Quote:Open your .map file with notepad and add "classname" "worldspawn" Put it where your worldspawn settings are. Example: Code:iwmap 4 // entity 0 { "classname" "worldspawn" "bouncefraction" ".4" "sunlight" ".8" "suncolor" ".... [more] |
6 | 1375 | Mar 18, 2013 04:38 pm by xXDzepniXx |
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Accidental Remove Call of Duty 2 : CoD2 SP Mapping I removed worldspawn in my map by accident now it won't compile and it won't let me back in the map in CoD Radiant it just says no worldspawn new map. Is there a way to bring back my old map or do I have to start from scratch D:... [more] |
6 | 1375 | Mar 18, 2013 05:00 am by xXDzepniXx |
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Mortar Team Call of Duty 2 : CoD2 SP Mapping 3st0nian writes...Quote:Check the attachment. IT WORKS! But I would like to know if I were to have tanks now moving or staying still (I believe requires scripting) how would I combine it and work? Also the Mortars don't damage... ... [more] |
5 | 1235 | Mar 18, 2013 02:11 am by xXDzepniXx |
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Mortar Team Call of Duty 2 : CoD2 SP Mapping Not working I connected the trigger to the AI (Arrow to AI) then from AI to cover_pathnode (Arrow to Pathnode) then from the pathnode to the script origins (Arrow to origins) didn't work (also it was a red arrow)... [more] |
5 | 1235 | Mar 16, 2013 07:49 pm by xXDzepniXx |
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Mortar Team Call of Duty 2 : CoD2 SP Mapping I did the Call of Duty 2 Mortar Team tutorial although it kept saying "Cannot find maps_load" so does anyone else have a idea how to get it working or a new tutorial?... [more] |
5 | 1235 | Mar 12, 2013 02:54 am by xXDzepniXx |
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Auto Respawning Enemies Call of Duty 2 : CoD2 SP Mapping 3st0nian writes...Quote:KVP - key value pair. You type them in the entity window without quotation marks. It works! I forgot Forcespawn!... [more] |
13 | 2235 | Mar 7, 2013 09:52 pm by xXDzepniXx |
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Auto Respawning Enemies Call of Duty 2 : CoD2 SP Mapping 3st0nian writes...Quote:KVP - key value pair. You type them in the entity window without quotation marks. I connected it with the target auto10 and then the trigger targetname auto10 and it connects them. But it didn't work.... [more] |
13 | 2235 | Mar 6, 2013 09:46 pm by xXDzepniXx |
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Auto Respawning Enemies Call of Duty 2 : CoD2 SP Mapping 3st0nian writes...Quote:Make trigger multiple. Give it KVP "targetname" "flood_and_secure" Create spawners, tick spawner box and give them KVP "count" "#" where # is number how many AI's you want to spawn. Connect trigger with spawners. What is KVP?... [more] |
13 | 2235 | Mar 5, 2013 11:07 pm by xXDzepniXx |
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Mortars Call of Duty 2 : CoD2 SP Mapping Is there a way I can make mortars fall on the ground, not the mortal holes though. ... [more] |
1 | 1082 | Mar 4, 2013 03:24 am by xXDzepniXx |
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Auto Respawning Enemies Call of Duty 2 : CoD2 SP Mapping ukdjaj writes...Quote:Have you checked the spawnflags? Also not just that tutorial, but others. Thanks, Ukdjaj Checked it was 1 changed it to 70 and it didn't spawn 70 xD... [more] |
13 | 2235 | Mar 3, 2013 09:46 pm by xXDzepniXx |
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Auto Respawning Enemies Call of Duty 2 : CoD2 SP Mapping ukdjaj writes...Quote:Look at tutorials, and look around on the entity screen of the actual actors http://modsonline.com/Tutorials-read-380.html Thanks, Ukdjaj It doesn't tell me how to make it auto respawn all the time.... [more] |
13 | 2235 | Mar 2, 2013 08:23 pm by xXDzepniXx |
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Auto Respawning Enemies Call of Duty 2 : CoD2 SP Mapping The title says it all. More Detail: Basically what I want to do is make a map when the enemy dies he respawns unlimited times.... [more] |
13 | 2235 | Mar 1, 2013 11:44 pm by xXDzepniXx |
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Path Nodes Call of Duty 2 : CoD2 SP Mapping It works but only when the enemies are dead why do they not move while the enemies are there?... [more] |
6 | 1487 | Feb 27, 2013 04:09 am by xXDzepniXx |
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Path Nodes Call of Duty 2 : CoD2 SP Mapping I have tanks in this map so I needed to put a script, how do I combine the script needed in this tutorial to make it work?... [more] |
6 | 1487 | Feb 25, 2013 08:32 pm by xXDzepniXx |
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