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Topic | Replies | Views | Last Post | |
help with arrays Call of Duty 2 : CoD2 Scripting array = []; is just an initialization of the variable array. It tells that array is now an array and ready to accept values. Usually array indexes are : numbers -> array[4] = "allies"; strings -> array["allies"] = 8; I guess you could use other ... [more] |
11 | 1464 | Nov 9, 2007 09:23 am by nedgerblansky |
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My AWE support site Call of Duty 2 : CoD2 Offsite Links I am no longer offering "official" AWE support through RGN. I have instead opened a new forum dedicated to the AWE mod : http://awemod.free.fr I'm offering here support for all versions of the AWE mod. Not only those I developed (3.0 Community Editi... [more] |
2 | 2866 | Oct 27, 2007 03:25 pm by nedgerblansky |
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Need help disarming a player.. Call of Duty 2 : CoD2 General Did you see #7's post on IWN ? He attached his admin mod. In fact, AWE's admin module is based on his mod, I added more functionality. If you're sure to need only a way to disarm players, I'd suggest to run #7's mod, as it's much simpler than AWE. Fol... [more] |
14 | 1406 | Oct 26, 2007 12:59 pm by nedgerblansky |
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Need help disarming a player.. Call of Duty 2 : CoD2 General Which zip file ? There are a lot of links on this page...... [more] |
14 | 1406 | Oct 25, 2007 10:43 pm by nedgerblansky |
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Need help disarming a player.. Call of Duty 2 : CoD2 General Why don't you ask on the forum ? (Owww, that sounds like cheap promotion ) Have you ever run a server ? If not, try without a mod first. Then install and configure the mod. I'd suggest looking at the guides on fpsadmin.... [more] |
14 | 1406 | Oct 25, 2007 09:46 pm by nedgerblansky |
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Need help disarming a player.. Call of Duty 2 : CoD2 General With the AWE mod, you have an admin commands module. One of the commands is "disarm" which just does that, disarm the player. The latest AWE version is 3.4, and can be found there.... [more] |
14 | 1406 | Oct 25, 2007 08:06 pm by nedgerblansky |
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CAN SELECT ALL TEAM WEAPONS IN EACH MAP? Call of Duty 2 : CoD2 Scripting That's correct. In the sample awe.cfg, all dvar definitions are in comments. This way all dvars have initially the default value. If you want to change a setting, remove the comment symbol // in front of the line. This was Bell's idea to save dvar... [more] |
12 | 2206 | Oct 1, 2007 08:26 am by nedgerblansky |
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My MOD works for first player but no one else?? Call of Duty 2 : CoD2 Scripting Yes, that's the problem. It should be Code:player waittill("killed_player"); instead of Code:self waittill("killed_player");... [more] |
5 | 1990 | Sep 13, 2007 07:06 pm by nedgerblansky |
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Script functions for COD2 MP Call of Duty 2 : CoD2 Scripting No, they're not all there unfortunately. And some that are there are for SP only. You'll have to ask IW for that. Good luck ... [more] |
4 | 2334 | Sep 13, 2007 07:03 pm by nedgerblansky |
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My MOD works for first player but no one else?? Call of Duty 2 : CoD2 Scripting We need to see your code to help you debug. It *could* be something that is not threaded but should be.... [more] |
5 | 1990 | Sep 13, 2007 08:21 am by nedgerblansky |
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dissallow attack? Call of Duty 2 : CoD2 Scripting Webber105 writes...Quote: Thks....Does that work for COD2 MP? I didn't see those commands in the DOCs file. edited on Sep. 11, 2007 03:01 pm by Webber105 Of course, otherwise I would'nt have mentioned them...... [more] |
6 | 1848 | Sep 12, 2007 09:17 am by nedgerblansky |
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dissallow attack? Call of Duty 2 : CoD2 Scripting No. You could create alternate weapon files with no attack, and switch the player's weapon to the alternate one, but that would be a bit complicated. You can also remove all ammo temporarily. This does not disable the attack function, but obviously ... [more] |
6 | 1848 | Sep 11, 2007 08:53 am by nedgerblansky |
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Gametypes Call of Duty 2 : CoD2 General Ganonspuppet writes...Quote:I know freezetag is already a gametype...its really fun, I was giving it as an example.... Sorry, I misunderstood ; too much ... [more] |
10 | 1815 | Aug 26, 2007 11:41 pm by nedgerblansky |
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Ways of giving information to players Call of Duty 2 : CoD2 Scripting Most major mods have a killing spree functionality. That's what you're looking for. AWE has one, eXtreme+/WW2X have one too. By the way, they use iprintln or iprintlnbold to print text on the players screen...... [more] |
5 | 1848 | Aug 26, 2007 12:55 pm by nedgerblansky |
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Gametypes Call of Duty 2 : CoD2 General Freezetag for COD2 aleady exists. Please check American Misfits forums.... [more] |
10 | 1815 | Aug 26, 2007 12:50 pm by nedgerblansky |
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How to remove mg's on a cod 2 server Call of Duty 2 : CoD2 General The AWE mod can do that. // Disable all fixed MG42s in the map (0 = no, 1 = yes) (default 0) //set awe_mg42_disable "0" // Disable all fixed 30Cals in the map (0 = no, 1 = yes) (default 0) //set awe_30cal_disable "0" ... [more] |
9 | 2412 | Aug 25, 2007 09:17 am by nedgerblansky |
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cod2 server cfg Call of Duty 2 : CoD2 General Assuming that the name of your config file is server.cfg, just include in the command line startup of your server the parameter +exec server.cfg... [more] |
2 | 1976 | Aug 19, 2007 04:04 pm by nedgerblansky |
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Script gives an error, please help Call of Duty 2 : CoD2 Scripting trig = getent ("wall_trig", "targetname"); trig is still undefined after this call. Check if you have the proper object in your map.... [more] |
14 | 1208 | Jun 27, 2007 01:43 pm by nedgerblansky |
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Moveable FG42 in COD1 Call of Duty : CoD+UO General scr_allow_fg42_allies scr_allow_fg42_axis These cvars will allow you to chose the FG42 in the weapons menu.... [more] |
3 | 1571 | Jun 25, 2007 11:17 am by nedgerblansky |
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uninitialised variable Call of Duty 2 : CoD2 Scripting If you want to create a variable with fields (like .ri .ro and so on), you have to create a structure : eleva.floor[1] = spawnstruct (); eleva.floor[2] = spawnstruct (); eleva.cab = spawnstruct ();... [more] |
8 | 1671 | Jun 12, 2007 01:32 pm by nedgerblansky |
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New Gametype? Call of Duty 2 : CoD2 General There is already a Last Team Standing gametype. It's included in AWE mod, and others too (eXtreme+ / WW2X).... [more] |
4 | 1501 | Jun 9, 2007 08:13 am by nedgerblansky |
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RUNNING CALL OF DUTY 2 MAPS ON CALL OF DUTY UO Call of Duty : CoDUO Mapping COD2 maps won't work on UO !!... [more] |
15 | 2298 | Jun 5, 2007 09:05 am by nedgerblansky |
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Turrets Call of Duty 2 : CoD2 General Don't think either. You will need a mod for this. As always (being on the support & dev team) I'd recommend using AWE, which allows to remove turrets in any map.... [more] |
3 | 1797 | Jun 4, 2007 07:37 pm by nedgerblansky |
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anticamp script Call of Duty 2 : CoD2 Scripting The programmatic part of mods is made out of scripts.... [more] |
4 | 3207 | Jun 2, 2007 10:56 pm by nedgerblansky |
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anticamp script Call of Duty 2 : CoD2 Scripting Lots of mods have an anti camping option. AWE has one since version 3.1. See http://forums.raidersmerciless.com/forumdisplay.php?f=71 If you want to use the anti camping script of AWE, you hereby have a formal agreement to do so. edited on Jun. ... [more] |
4 | 3207 | Jun 2, 2007 09:25 am by nedgerblansky |
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