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| Topic | Replies | Views | Last Post | |
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End Mission Screen? Call of Duty 4 : CoD4 SP Mapping or if you guys know of a function I can call via script instead of missionsuccess to take the player back to the main menu that would be awesome, too. ... [more] |
3 | 1615 | Sep 19, 2013 06:59 pm by golgo13 ![]() |
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End Mission Screen? Call of Duty 4 : CoD4 SP Mapping So when I call missionsuccess in my GSC script I end up with this screen: Is there a way to have my map use an image?... [more] |
3 | 1615 | Sep 19, 2013 06:56 pm by golgo13 ![]() |
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Patrolling AI and Color Groups Call of Duty 4 : CoD4 SP Mapping Turned out I had path nodes overlapping. Has anyone ever seen this error? ******* script runtime error ******* RandomInt parm must be positive integer. : (file 'maps/_utility.gsc', line 1994) return array [ randomint( array.size ) ]; ... [more] |
18 | 1861 | Jul 26, 2013 12:38 am by golgo13 ![]() |
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Patrolling AI and Color Groups Call of Duty 4 : CoD4 SP Mapping Now I'm seeing this: Error: AI 740's goal node at (-3927, -5000, 475) does not have any path links ... [more] |
18 | 1861 | Jul 24, 2013 06:53 am by golgo13 ![]() |
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Patrolling AI and Color Groups Call of Duty 4 : CoD4 SP Mapping Actually, I got it to work by reversing the order in which they load: maps\my_map_anim::main(); maps\_load::main();... [more] |
18 | 1861 | Jul 24, 2013 06:29 am by golgo13 ![]() |
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Patrolling AI and Color Groups Call of Duty 4 : CoD4 SP Mapping So I tried this, but I'm getting this error: ******* script runtime error ******* undefined is not an array, string, or vector: (file 'maps/_utility.gsc', line 6328) assertEx( isdefined( level.scr_anim[ "generic" ][ anime ] ), "Tried to set generic ... [more] |
18 | 1861 | Jul 24, 2013 06:05 am by golgo13 ![]() |
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Patrolling AI and Color Groups Call of Duty 4 : CoD4 SP Mapping Thanks for all of the help, I really appreciate it. I look forward to getting this working tonight. This was the last major piece of heavy lifting I needed to get my map finished before I start a lighting and polish pass on it. Anyone have any de... [more] |
18 | 1861 | Jul 22, 2013 06:19 pm by golgo13 ![]() |
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Patrolling AI and Color Groups Call of Duty 4 : CoD4 SP Mapping Awesome, thanks! Does adding that K/V assign those anims to the AI that comes out of the spawner? What does NOT_CHAIN do?... [more] |
18 | 1861 | Jul 22, 2013 06:07 pm by golgo13 ![]() |
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Patrolling AI and Color Groups Call of Duty 4 : CoD4 SP Mapping So if I want to create a looping patrol of a single AI, I can do something as simple as: spawner (k/v target script_node1) -> script_node1 -> script_node2 -> script_node3 -> script_node1 -> etc... I just have each script_node target the next one. ... [more] |
18 | 1861 | Jul 22, 2013 05:46 pm by golgo13 ![]() |
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Patrolling AI and Color Groups Call of Duty 4 : CoD4 SP Mapping MPKiller545 writes...Quote:If that script_node is connected to path, and connected like spawner -> node, then AI automatically will move. Okay, that's cool. I have path nodes all over the map so AI can move. How do I connect a script_node to a pa... [more] |
18 | 1861 | Jul 22, 2013 05:20 pm by golgo13 ![]() |
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Patrolling AI and Color Groups Call of Duty 4 : CoD4 SP Mapping Josh-Xenu writes...Quote:If i wan't Axis ai to move I just give them a target node and place nodes to lead them there. Wait a minute, if I place a script_node in Radiant and give a spawner K/V of target script_node It will path to that node? ... [more] |
18 | 1861 | Jul 22, 2013 04:59 pm by golgo13 ![]() |
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Patrolling AI and Color Groups Call of Duty 4 : CoD4 SP Mapping Oh, interesting. I didn't think about having AI trigger the pathing to send them back to another node, very cool. Thanks for that. I guess I could add some scripting to ensure that it's only a certain AI that triggers the volume. Also, are cover ... [more] |
18 | 1861 | Jul 21, 2013 08:29 pm by golgo13 ![]() |
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Patrolling AI and Color Groups Call of Duty 4 : CoD4 SP Mapping I'm trying to set-up some AXIS AI to patrol back and forth or patrol around a building on a loop of nodes, but I'm not quite sure the best way to do this. I don't want to trigger my AI using a trigger volume, I was going to do it via script, but it doesn'... [more] |
18 | 1861 | Jul 21, 2013 07:27 pm by golgo13 ![]() |
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Vehicle Help Call of Duty 4 : CoD4 SP Mapping Great stuff here, thank you kindly.... [more] |
12 | 1718 | Jul 10, 2013 08:09 pm by golgo13 ![]() |
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Vehicle Help Call of Duty 4 : CoD4 SP Mapping Awesome. Last question before I go back into radiant and fix all of this... So do these script_structs also need a beginning heli_start and ending heli_dest? Also, is there an easy way to swap out my script_origin entities with script_structs wi... [more] |
12 | 1718 | Jul 10, 2013 05:49 pm by golgo13 ![]() |
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Vehicle Help Call of Duty 4 : CoD4 SP Mapping Josh-Xenu writes...Quote:You need to use script structs( 2d menu script->struct) not origins. You also need speed and radius ( I don't think radius is needed but its helpful from time to time in script anyway.). Well, that explains a lot. Thank you v... [more] |
12 | 1718 | Jul 10, 2013 05:36 pm by golgo13 ![]() |
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Vehicle Help Call of Duty 4 : CoD4 SP Mapping Thanks for the help, I think the issue was with the script_vehiclespawngroup being set to 0 for the heli and the two individual spawners as it works now. However, I have a new problem. When I spawn the heli is doesn't appear to follow the path, it does... [more] |
12 | 1718 | Jul 10, 2013 05:19 pm by golgo13 ![]() |
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Vehicle Help Call of Duty 4 : CoD4 SP Mapping Hey guys! I know this game is ancient in internet terms, but I'm still working on making a map to learn the tools and I hope there are a few veterans on this board still that can help me out. I have a problem with my Blackhawk. Even though I've used... [more] |
12 | 1718 | Jul 9, 2013 05:58 am by golgo13 ![]() |
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