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Selecting and moving the actor and mp's Call of Duty : CoDUO Mapping You can undock the whole button-bar by dragging it down, it wil turn in a resizeable and moveable window and all buttons will be visible.... [more] |
5 | 1635 | Mar 12, 2005 07:39 pm by 104DRS-NL_Havoc ![]() |
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Radios Won't Spaen Call of Duty : CoD Mapping No, actors aren't considered players. You wil need a mod like AWEUO for the bots. Or start the game on another machine and connect to your listen server.... [more] |
8 | 1094 | Mar 12, 2005 06:25 pm by 104DRS-NL_Havoc ![]() |
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Selecting and moving the actor and mp's Call of Duty : CoDUO Mapping Check the button in the toolbar, it's a black E with red circle. If you have pressed this button entities are not selectable so press it again if you want to select entities.... [more] |
5 | 1635 | Mar 12, 2005 06:20 pm by 104DRS-NL_Havoc ![]() |
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Radios Won't Spaen Call of Duty : CoD Mapping Remember both teams will need at least one player, else the radio's won't spawn cause the game is not started. A good way to test things without other players is using bots. They are no AI bots, just some playermodels with rifles shooting till they're out... [more] |
8 | 1094 | Mar 12, 2005 04:54 pm by 104DRS-NL_Havoc ![]() |
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Prefabs into models Call of Duty : CoD Mapping Try selecting all parts you want for the brushmodel, then rightclick in the 2d window and press Ungroup Entity. Then (with the brushes still selected) richtclick again and select script -> brushmodel.... [more] |
10 | 1797 | Mar 12, 2005 04:47 pm by 104DRS-NL_Havoc ![]() |
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Elevator Tutorial? Call of Duty : CoD Mapping Same here, the switch model doesn't show up in Radiant but I did extract the xmodel folders form the pk3's. I'm using a different switch for now, xmodel/switch_objective_complete.... [more] |
3 | 787 | Mar 12, 2005 04:41 pm by 104DRS-NL_Havoc ![]() |
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[W.I.P.] mp_St-Gatien (lots of pics) Call of Duty : CoD+UO Map + Mod Releases It looks nice, just the kind of environment I like to play in. And about AWEUO: Just use it while testing the map, I do the same with the map I'm working on cause many AWEUO features (including the testing bots) are very handy. And I did add custom sounds... [more] |
30 | 2511 | Feb 28, 2005 03:05 am by 104DRS-NL_Havoc ![]() |
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2-Way scripted rotating doors Call of Duty : CoD Mapping Nevermind guys, I figured out a way to do it. I use 2 triggers for each door and when the door is opened both triggers will be disabled untill the door is closed. This is how I did it: Code:main() { level.moh_door_1_open = false; // Door is not in... [more] |
5 | 1895 | Feb 18, 2005 03:38 am by 104DRS-NL_Havoc ![]() |
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2-Way scripted rotating doors Call of Duty : CoD Mapping ShosMeister writes...Quote:Not sure if it will work as I don't know how far apart trigger_use need to be but, why not make two triggers? One on the inside and one on the outside. Then, you can control it by what trigger the user triggers. Yeah that's a... [more] |
5 | 1895 | Feb 17, 2005 11:39 pm by 104DRS-NL_Havoc ![]() |
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2-Way scripted rotating doors Call of Duty : CoD Mapping Hi, I'm working on VikingWiedel's moh_bridge_sdver map to make it support Retrieval (he was so kind to send me the .map file). Everything works fine (thanks to Wyatt Earp's Retrieval tutorial) so I moved along to make the map more like the one in MoHAA... [more] |
5 | 1895 | Feb 17, 2005 06:43 pm by 104DRS-NL_Havoc ![]() |
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