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Latest Posts by Bodger2
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Developer 1 = sv_cheats
Call of Duty 2 : CoD2 SP Mapping
Enable the console from the game's in-game options. Hit the tilde key (next to the numeric 1 key on the number row) to drop the dev-console. Input seta thereisacow 1337 and then press ENTER. Input spdevmap eldaba. and then press ENTER.... [more]
4 1708 Aug 5, 2006 08:21 pm
by Bodger2
[Turorial] Adding a mortar team to your map
Call of Duty 2 : CoD2 SP Mapping
So what your saying is, the mortar team runs to the spot and fires a mortar but the mortars don't land and explode? Are you getting the lines going from the destination node to the script origins?... [more]
17 2278 May 7, 2006 10:33 am
by Bodger2
[Turorial] Adding a mortar team to your map
Call of Duty 2 : CoD2 SP Mapping
main() { maps\_load::main(); maps\_mortarteam::main(); //maps\_mortarteam::anims(); level.player takeallweapons(); level.player giveWeapon ("m1garand"); level.player giveWeapon ("colt"); level.player giveWeapon ("fraggrenade"); level.player swi... [more]
17 2278 May 6, 2006 11:30 pm
by Bodger2
[Turorial] Adding a mortar team to your map
Call of Duty 2 : CoD2 SP Mapping
It works for me.I used the same efx as you. ... [more]
17 2278 May 6, 2006 11:07 pm
by Bodger2
Got a few questions.
Call of Duty 2 : CoD2 MP Mapping
As The_Caretaker said, you need the sd_bombtrigger prefab in your map as well as the A and B zones. Activision\Call of Duty 2\map_source\prefabs\MP\sd_bombtrigger.map edited on May. 5, 2006 04:46 pm by Bodger2... [more]
11 2023 May 5, 2006 08:42 pm
by Bodger2
Prefab models and models
Call of Duty 2 : CoD2 MP Mapping
You undock that toolbar with all the little icons on it by double clicking in a blank area on it, or you can undock it by holding your left mouse button down in a blank area and dragging it down.... [more]
14 1501 May 5, 2006 08:26 pm
by Bodger2
[Turorial] Adding a mortar team to your map
Call of Duty 2 : CoD2 SP Mapping
Yes I knew that VIP, I mean mrvip, its at the top of _mortarteam.gsc. I was just being nice and giving him a chance to explain. As for the mortar explosions, you have to add another line to your maps gsc. level.mortar = loadfx("insert efx path here"); ... [more]
17 2278 May 5, 2006 06:03 am
by Bodger2
[Turorial] Adding a mortar team to your map
Call of Duty 2 : CoD2 SP Mapping
Nice job on the tut Seawolf. Just a quick question though. It might be confusing for some people because you only mention one actor in the tut. So does the trigger target both actors? Since it's a mortarteam. edited on May. 2, 2006 03:04 pm by Bodger2... [more]
17 2278 May 2, 2006 07:00 pm
by Bodger2
ugh, yes me again.
Call of Duty 2 : CoD2 MP Mapping
No need to now Andewii from the GFM has added a tut for vehicles in SP to the .Map tuts. All though he didn't have the player weapon loadouts in his test map, and I haven't tested his tut out yet.But I'm 90% sure it should be fine. Anyway if you guys w... [more]
12 1207 May 2, 2006 02:27 pm
by Bodger2
ugh, yes me again.
Call of Duty 2 : CoD2 MP Mapping
This is a weird problem.After reading this topic, I decide to give this a go.The script is all ok. I first added the weapon stuff to my test map.Tested it, and got my loadout as per the script, great. Then I added a script_vehicle sherman tank just lik... [more]
12 1207 May 2, 2006 01:45 pm
by Bodger2
Having trouble scripting a moving door
Call of Duty 2 : CoD2 MP Mapping
Well like I said I'm working on it still. Been rather busy lately with .Map being back up and all. But it should be similar to the elevator only different, if you get my meaning.And I'm getting the use hand icon from to far away. Still some bugs to be wor... [more]
11 1957 May 1, 2006 11:27 pm
by Bodger2
[Tutorial] Adding rain to a COD2 MP map!
Call of Duty 2 : CoD2 MP Mapping
Yes just change the efx. level.rasta_cod2_rain = loadfx ("fx/misc/snow_light.efx"); There are more snow efx's in iw_07.iwd\fx\misc Cold Breath in MP, I don't know maybe.You would need a different script.... [more]
33 2765 May 1, 2006 06:47 am
by Bodger2
Got a few questions.
Call of Duty 2 : CoD2 MP Mapping
1) In CoD2Radiant goto the top bar, go patch>Simple Terrian Patch 2) There are examples for MP mg's in Call of Duty 2\map_source\mp_test.map 3)See #2 again. Also look in Call of Duty 2\map_source\prefabs\MP @average Give the guy a break he's new he... [more]
11 2023 May 1, 2006 06:31 am
by Bodger2
Having trouble scripting a moving door
Call of Duty 2 : CoD2 MP Mapping
Theres nothing special about it,I just made a brush.And turned it into a trigger_use.But the script for it will control what direction the door opens.I have two triggers one on the inside, one on the outside.The door I did is like the way we used the door... [more]
11 1957 May 1, 2006 02:01 am
by Bodger2
Script damage and sound
Call of Duty 2 : CoD2 MP Mapping
Ok,had a closer look at the script and your last post.And then it hit me. Brush triggers don't have an origins like models do.That little box you see.But a script_model does,so does the new trigger_radius,and script_origins. Give my theory a try,I h... [more]
17 1304 Apr 30, 2006 06:03 pm
by Bodger2
Script damage and sound
Call of Duty 2 : CoD2 MP Mapping
Ok MP,I'm new to all this MP stuff so I'm probably not the best person to be asking about this,but try looking at sd.gsc, theres function called Callback_PlayerDamage have a look at that.Again I'm a newbie at MP stuff so I might not know what I'm talking... [more]
17 1304 Apr 30, 2006 04:38 pm
by Bodger2
Script damage and sound
Call of Duty 2 : CoD2 MP Mapping
Doh! its possible to spawn script_origins in your script.No need to add them to your .map.Maybe look at _bombs.gsc for ideas.Is this SP or MP?... [more]
17 1304 Apr 30, 2006 04:09 pm
by Bodger2
Script damage and sound
Call of Duty 2 : CoD2 MP Mapping
door playsound ("bunkerdooropen"); Not sure if a trigger can play a sound though.... [more]
17 1304 Apr 30, 2006 03:41 pm
by Bodger2
Model Shots v1.1
Call of Duty 2 : CoD2 MP Mapping
Thanks CypheR,this will be handy.Was hoping it would a chm help file though.Maybe a later version.Thanks for the other link to StrYdeR.... [more]
5 2007 Apr 29, 2006 05:05 pm
by Bodger2
rain tutorial
Call of Duty 2 : CoD2 MP Mapping
As far as adding ambient effects like smoke, fire, etc,the old tutorial still stands.I know from your previous posts that you are still in the dark about that.So heres what one looks like,for MP. level._effect["myfx"] = loadfx("fx/fire/ground_fire_med.... [more]
6 1308 Apr 29, 2006 04:16 pm
by Bodger2
Having trouble scripting a moving door
Call of Duty 2 : CoD2 MP Mapping
Well I did a few more tests and some cursorhints work and some don't.And the only images I see are hint,hint health,hint mantle,and hint usable. HINT_INHERIT ok HINT_NONE ok HINT_ACTIVATE default HINT_NOACTIVATE bad HINT_DOOR bad HINT_DOOR_LOCKE... [more]
11 1957 Apr 29, 2006 03:27 pm
by Bodger2
Having trouble scripting a moving door
Call of Duty 2 : CoD2 MP Mapping
The trigger_use has worked for me.I did a door test and used the trigger_use and all went fine untill I added the Key: cursorhint Value: HINT_DOOR.And it crashed the game on me.The reason as I remember from the previous version of CoD is that that image d... [more]
11 1957 Apr 29, 2006 02:47 pm
by Bodger2
[Tutorial] Adding rain to a COD2 MP map!
Call of Duty 2 : CoD2 MP Mapping
Rasta writes...Quote:Cheers bodger, and nice idea simplifying it to one .gsc, i just tend to make a .gsc for every different function, just personal preference. Works both ways but if it ok with ill update the tutorial to include what you said? Ya I do t... [more]
33 2765 Apr 29, 2006 01:42 pm
by Bodger2
[Tutorial] Adding rain to a COD2 MP map!
Call of Duty 2 : CoD2 MP Mapping
Ya I here ya Rasta.Nothing wrong with redoing a tut so its CoD2 friendly.Seems people even have trouble with a copy and paste. I kind of did it different than Rasta.Instead of loading an external gsc,I put it in the maps gsc.I don't know,maybe thats wh... [more]
33 2765 Apr 29, 2006 01:08 pm
by Bodger2
[Tutorial] Adding rain to a COD2 MP map!
Call of Duty 2 : CoD2 MP Mapping
No its all scripting nothing to add to the map,just your gsc.Read the tut again. Hey Rasta,isn't this just the UO tut with a different efx.Nothing really new here.Right down to this line, zufall = RandomInt(100); .It doesn't do anything. I think the... [more]
33 2765 Apr 29, 2006 05:46 am
by Bodger2
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