Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 11 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Latest Posts by Pointy
These topics are the latest to have been updated with new posts.
Show me more: 50 100 150
MODSonline.com Forums
Latest Posts
Subscribed Posts
Search
  Topic Replies Views Last Post
play as spectator in my zombie map for taking loadscreen picture
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
You can also add the following to a config file... Code:seta cleanss "cg_drawgun 0; cg_draw2d 0; cg_drawhud 0; wait 50; screenshotJPEG; cg_drawgun 1; cg_draw2d 1; cg_drawhud 1" bind F11 vstr cleanss Exec the config, and hit F11 to take a clean sc... [more]
4 1333 Jun 2, 2009 06:13 am
by Pointy
[Tutorial] How to Fix "Infinite Loop"
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
I wasn't criticising Sgt.Rampage, I was merely expressing my opinion. I don’t believe deleting stuff because you can’t get it working it the correct way to go about it. I am a stubborn git and like to figure out why it does not work. What issues we... [more]
11 2505 May 23, 2009 08:19 pm
by Pointy
ForceSpawn Error
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Well you are either too good, using god mode or your map is too easy, if you can get to level 30 ;-) I would use the dynamic spawning by linking spawners to volumes. It is very easy to modify the code to suit your map. I have my code checking the adjac... [more]
8 2499 May 23, 2009 05:30 am
by Pointy
[Tutorial] How to Fix "Infinite Loop"
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
I am not sure exactly why this needs to be a tutorial, but obviously if you use the Asylum script as a base for your own map, you should always delete any code that you are not using or that does not apply to your map. There is lots of stuff that will be ... [more]
11 2505 May 23, 2009 05:19 am
by Pointy
A few simple questions
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Gen_SniperFIRE writes...Quote:Ok, Ty for the replies. Yes, I saw your post there, and I did what you said. I looked at the reverb file and changed my roomtype. I just added a custom background ambient sound, too. works great. However my wave_1 and ... [more]
15 1657 May 16, 2009 07:04 am
by Pointy
A few simple questions
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
#1, I would have thought if you copied the relevant code from _zombie_spawner, that you should be able to get your AI to follow a player, but haven't tried it myself. #2, You need a clientscripts/nazi_zombie_YOURMAP_amb.csc as they have moved the start... [more]
15 1657 May 15, 2009 06:50 am
by Pointy
Power Doors Trigger Zombie
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
If you are using the Asylum script as a base, the open doors thread doesn't activate any spawners. You could modify it like so.... Code: open_bottom_doors(doors) { time = 1; for(i=0;i ... [more]
4 1142 May 14, 2009 08:57 pm
by Pointy
[Tutorial] Bump Sounds
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Nice find, Sgt. This was actually one of the next things on my todo list, you saved me some time, thanks! Les... [more]
4 2057 May 11, 2009 07:46 am
by Pointy
DLC MISSING FX
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
bustajonesgavin writes...Quote:http://www.callofduty.com/board/viewtopic.php?f=61&t=139908 Yo guys. They just released FX package. Thanks for the heads up, good news!... [more]
14 1465 May 8, 2009 06:48 am
by Pointy
Glowing textures
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
I managed to get this working. I simply created a new mesh for the cross and set it just above the main model. I then created and assigned a new texture, setting its material type to objective. Regards, Les... [more]
12 2064 May 1, 2009 12:00 am
by Pointy
Glowing textures
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
DemonSeed writes...Quote:Quote:The goal is simple, I am adding healthpacks into my mod and want the red cross to glow like the question marks on the treasure chest lid. Hi. This is my first post here. I already did glowing healthpacks for WaW a la v... [more]
12 2064 Apr 30, 2009 02:16 pm
by Pointy
DLC MISSING FX
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
DeCap writes...Quote:Anyone have any ideas on this? I'm googling it right now! I don't think it's worth wasting time on. The best approach may be to ask politely in the Treyarch/CoD forums for the missing content. Failing that I will just have a... [more]
14 1465 Apr 30, 2009 09:44 am
by Pointy
Glowing textures
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Thanks again for trying to help. DeCap writes...Quote:you might want to take a look at this Tutorial: ADDING FX TO SP This is just for standard effects and I already have them working. DeCap writes...Quote:This thred might help you too: FX TOP... [more]
12 2064 Apr 30, 2009 07:07 am
by Pointy
DLC MISSING FX
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Sevenz writes...Quote:efx files are compiled to directx 9 shader and there's no way to somehow convert this binary data back to plaintext. To be honest, there is small chance to decompile the shaders. But 'cause it involves two transformations (dx9 shader... [more]
14 1465 Apr 30, 2009 06:34 am
by Pointy
Glowing textures
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
DeCap writes...Quote:Yes, you have to add FX. it's not a texture. Tons of resources on this site to help you out with that! Thanks for the heads up and forgive me for sounding stupid but... How is the FX attached to the material/model? I have se... [more]
12 2064 Apr 29, 2009 10:09 pm
by Pointy
[Tutorial] Missing Sounds (Mod Tools v1.2)
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Actually you don't need to edit the _zombiemode.gsc at all. You just need a nazi_zombie_YOURMAP_amb.csc file in clientscripts with the correct code for the music states. The asylum one was missing from the modtools so i'll post the contents here... ... [more]
6 2248 Apr 29, 2009 09:58 pm
by Pointy
Glowing textures
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Anyone know how to create glowing textures like the ? on the zombie treasure chest lid?... [more]
12 2064 Apr 29, 2009 06:02 pm
by Pointy
DLC MISSING FX
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Are the efx files compiled into the ff's as raw efx files? Is there a way of extracting them? Without them you don't get the nice clouds of dust as the zombies rise.... [more]
14 1465 Apr 29, 2009 06:00 pm
by Pointy
Rotating the intermission camera
Call of Duty: World at War : CoDWW Scripting
INSANE{H|S} writes...Quote:So what exactly are you trying to do anyway? I was simply trying to spruce up the end of game cameras. I wanted them to rotate while moving on a path. In particular to circle the house in my map.... [more]
6 1102 Jan 8, 2009 10:14 pm
by Pointy
Start at level 15
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Hind-d writes...Quote:Hmm.. care to post that min mod? I'm missing something. TIA It's not ready yet, and I won't release anything until after the next patch, as I think some things might change. If I get time I'll post the edits you need to... [more]
13 1644 Jan 8, 2009 08:07 am
by Pointy
Rotating the intermission camera
Call of Duty: World at War : CoDWW Scripting
Thansk for the reply. The code is fine, and works perfectly if the player.sessiontate is not 'intermission'. The problem is that if the player’s sessionstate is not intermission, they don't see the scoreboard, which I presume is hardcoded. The onl... [more]
6 1102 Jan 8, 2009 07:43 am
by Pointy
Zombie camera pan
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
It's on the wiki.... [more]
2 1224 Jan 6, 2009 09:00 am
by Pointy
Start at level 15
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
You have to compile the zombiemode scripts into a mod.ff for the changes to work. I found out that changes to the following files compiled into the map.ff will work... _zombiemode_blockers.gsc _zombiemode_powerups.gsc _zombiemode_radio.gsc _zombi... [more]
13 1644 Jan 6, 2009 08:57 am
by Pointy
[WIP] CoD Mod Install Maker
Call of Duty: World at War : CoDWW MP Mapping
techno2sl writes...Quote:Just thought of something extra. At the moment I have to tell people to place loading videos (video that plays when you load a SP map) in a separate directory. Could you incorporate it into this program so that it does it for you?... [more]
16 2188 Jan 5, 2009 06:07 pm
by Pointy
[WIP] CoD Mod Install Maker
Call of Duty: World at War : CoDWW MP Mapping
techno2sl writes...Quote:Will this be auto updating a main mod.arena file so that all installed mod levels will show up in game in the same mod? ( that what people seem to be after right now) The problem is that people are releasing maps as mods, just ... [more]
16 2188 Jan 5, 2009 12:10 pm
by Pointy
MODSonline.com Forums

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»