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Topic | Replies | Views | Last Post | |
Fx Help!!! Stryder please read! Call of Duty : CoDUO Mapping you only need to load the effect once, then you can call it as often as you like. Each effect needs its own name. try this level._effect["torch"] = loadfx ("fx/misc/pcd_torchfire.efx"); maps\mp\_fx::loopfx("torch", (168, 3912, -96), 0.7); maps\mp\_f... [more] |
6 | 1415 | Oct 4, 2004 09:40 pm by Shotgun |
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SOUND ISSUE NEED HELP NOW..PLZ!!! Call of Duty : CoD Mapping IF your only using one file that is 10 seconds long add a loop after any playing // this is where you are playing it playtune(1); // this starts a loop, will play song in 12 seconds thread loop_song(); loop_song() { wait(12); pl... [more] |
5 | 1230 | Aug 10, 2004 02:13 am by Shotgun |
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where can i find the music and amb. sounds of cod? Call of Duty : CoD Mapping and also in pak1/soundaliases/iw_music.csv... [more] |
8 | 1426 | Aug 9, 2004 11:24 pm by Shotgun |
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How do I do an elevator? Call of Duty : CoD Mapping elevators are quite complex, theres alot of scripting involved. I have posted 2 maps, with map files included that both have an elevator. Shotguns_Rooms, this has a prefab of an elevator also, 3 story, and Zielgle, the script files are included and it mi... [more] |
21 | 1401 | Aug 9, 2004 10:11 pm by Shotgun |
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Script compile error:Bad Syntax? Call of Duty : CoD Mapping first thing to do is maps/mp/_load::main(), then do any effects and only load it once start your map using developer 1 map your_map in console, it will show you the line the error is generated on, eg: file your_map.gsc error line 46; ... [more] |
7 | 2937 | Aug 7, 2004 02:35 pm by Shotgun |
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odd lighting glitch Call of Duty : CoD Mapping how about any brushes that are hidden, for a blown up wall or anything, It puts a shade where the brush is, and then when you play and hide them, a big black spot...... [more] |
9 | 1392 | Jul 30, 2004 01:51 am by Shotgun |
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Sound !!!!!! HELP !!!!!!! Call of Duty : CoD Mapping Shosmeister, you got it right, create an fx with the script_fxid of "grenade_explode_default" other useable sounds can be found in pk1 in soundaliases\iw_sound.csv. You may have to define your own in "yourmap_sound.csv". Theres some tutorials here for tha... [more] |
11 | 1282 | Jul 29, 2004 11:26 pm by Shotgun |
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making a zip & moving file to other computer Call of Duty : CoD Mapping you will also need to include any custom textures, sounds, scripts etc. I would make a pk3 with the compiled bsp, ready to play, and the map file included. then you can just copy the map file back and forth to keep both versions the same, laptop and des... [more] |
8 | 1423 | Jul 24, 2004 02:56 pm by Shotgun |
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adding sounds Call of Duty : CoD Mapping i got different ambient sounds in differnt rooms by using a trigger at each doorway, just do a tracking loop to follow the player around. you can see this working in Shotguns_rooms... to loop a sound in mp use maps\mp\_fx::loopSound("german_radio", (-... [more] |
16 | 1685 | Jul 22, 2004 01:34 am by Shotgun |
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Breakable windows HELP ! Call of Duty : CoD Mapping i only played the explosion sound on the mortor explosion. take a look through shotguns_rooms_bombs.gsc and put the "launcher playsound(mort_boom, dorigin);" anywhere you need a BOOM! of course you must use a defined entity with an assigned origin e... [more] |
16 | 1423 | Jul 20, 2004 10:57 pm by Shotgun |
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add sound to a FX...HElp Call of Duty : CoD Mapping easy one at the bottom of the fx(.efx) file add Sound { sounds [ burn ] } "burn" must be defined in yourmap.csv file burn,,misc/fire.wav,1,1,,,60,600,auto,,,,, keep up the trying, we need more sounds and moving things, the buildings ... [more] |
2 | 1016 | Jul 20, 2004 10:48 pm by Shotgun |
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Barrel explode when it shot ! Call of Duty : CoD Mapping you would need a model of a blown barrel, or make it with pieces and "script_brushmodel" all of them. download Shotguns_Rooms, it has samples of blowing things up, and the map is included... [more] |
3 | 1214 | Jul 19, 2004 10:29 pm by Shotgun |
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linking hurt_trigger with an explosion? Call of Duty : CoD Mapping download Shotguns_Rooms, there are triggers for bombs andd more, and the map file and scripts are included... [more] |
9 | 1467 | Jul 17, 2004 11:16 am by Shotgun |
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Some hard stuff Call of Duty : CoD Mapping try downloading Shotguns_Rooms and zielgle, they have moving stuff, shootable stuff, doors, and more.. and the map file is included... [more] |
3 | 1698 | Jul 14, 2004 08:47 pm by Shotgun |
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can i make a button to open a door ???? Call of Duty : CoD Mapping download Shotguns_Rooms or zielgle, they show lots of doors and buttons and more, map file is included in both.... [more] |
10 | 1648 | Jul 13, 2004 09:09 pm by Shotgun |
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Very long compiling time Soldier of Fortune : SoF Mapping actually wrong, you do not need a skybox as Shotguns_Rooms prove, map file included, you need a box formed by brushes that complete a room, the room can have hallways that leed to other rooms, all must be structure and anything inside can be detail br... [more] |
11 | 2111 | Jul 10, 2004 03:45 am by Shotgun |
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Breakable Objects Call of Duty : CoD Mapping download Shotguns_Rooms or zielgle, they have great examples of all doors, bombs, elevators, water, sound that changed on entry to each room,... [more] |
4 | 1471 | Jul 10, 2004 03:38 am by Shotgun |
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trigger rotation? Soldier of Fortune : SoFII Mapping door() { // get the trigger trig = getent("door_trigger", "targetname"); // tell it to wait trig waittill("trigger", player); // you assigned an origin key to the door brush right? org = trig getorigin(); // you need to assign a sound file //... [more] |
4 | 1256 | Jul 10, 2004 03:33 am by Shotgun |
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Custom doors Shoot thru Call of Duty : CoD Mapping might also want to try shotguns_rooms the doors are fixed in it and wait for the player to move away before closing, that was an error in zielgle... [more] |
4 | 1284 | Jul 8, 2004 10:53 pm by Shotgun |
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PC hanging on map load Call of Duty : CoD Mapping if your using any scripts with a while (1) { // need this line wait (0.1); } or in a loop statement make sure you have the "wait (0.1)" or it will hang for sure.... [more] |
6 | 1280 | Jul 7, 2004 03:00 am by Shotgun |
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Elevator using the func_bob Call of Duty : CoD Mapping try downloading Shotguns Rooms, it shows lifts, elevators , prefabs included for both and alot more... ... [more] |
4 | 1617 | Jul 7, 2004 02:52 am by Shotgun |
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New Tutorial *SCRIPTING* Call of Duty : CoD Mapping You could also look at Shotguns Rooms, i just uploaded it, its got doors, bombs, lifters, music for each room, starting scripts on entry of rooms and more, all with scripts, map file, watch the mortor room doesn't get ya... damn good tutorial though, ... [more] |
4 | 1906 | Jul 6, 2004 01:54 am by Shotgun |
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parseEntity error Call of Duty : CoD Mapping I have no idea where that came from my reply was, if you copied something using the spacebar and it distorted after or disappeared completely you will have to find it in the map file using notepad, then remove it, problem now is, you must renumber all... [more] |
8 | 1725 | Jul 6, 2004 01:09 am by Shotgun |
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Zielgle Map Comments Call of Duty : CoD+UO Map + Mod Releases thanks for the comments dBKapsel, i found the boat problem and more, once you respawned it didn't work at all, if it had been taken to the other side, fixed that to :) I have been thinking of the doors hurting you, but haven't had good luck, yet..., i g... [more] |
10 | 6611 | Jun 29, 2004 08:58 pm by Shotgun |
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Zielgle Map Comments Call of Duty : CoD+UO Map + Mod Releases JB - nope only time I posted it StrYder - Thanks, glad its of help to some, watch for a map soon, its gonna be rooms, one for doors, one for lifters(elevators etc), one for fx'x one for water effects and more, requests accepeted ... [more] |
10 | 6611 | Jun 28, 2004 10:25 pm by Shotgun |
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