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Topic | Replies | Views | Last Post | |
MP Model Animation Call of Duty 2 : CoD2 Scripting Tally writes...Quote: I know for sure that you cannot have animated models in MP. I don't know for sure, but I don't think you can for SP either. Animations are only for characters and weapons. Thanks :/... [more] |
6 | 3518 | Sep 4, 2012 12:32 pm by Slipknot14 |
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MP Model Animation Call of Duty 2 : CoD2 Scripting Hello! I created an xmodel_export, and xanim_export for my model with blender, than I converted into cod2. But now I don't know how to put an animated model in my map. I created the animtree, but in my map's GSC the setAnim() function is an 'Unknown... [more] |
6 | 3518 | Sep 4, 2012 11:31 am by Slipknot14 |
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get player's X or Y or Z coord Call of Duty 4 : CoD4 Scripting thanks, I'll try :)... [more] |
3 | 1722 | May 15, 2011 06:11 pm by Slipknot14 |
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get player's X or Y or Z coord Call of Duty 4 : CoD4 Scripting I just want to get my player's Z coordinate. Is this possible? player.origin gives (x, y, z) format so I can't use only one of the three coordinates. I want to check: if ( player.z > entity.z) { run }... [more] |
3 | 1722 | May 15, 2011 05:27 pm by Slipknot14 |
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Disable hurt effect Call of Duty 2 : CoD2 Scripting How can I diable the hurt direction pointer, that red thing, with script? :S edited on May. 15, 2011 12:26 pm by Slipknot14 Solved :)... [more] |
4 | 2734 | May 15, 2011 03:10 pm by Slipknot14 |
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Burshmodel touch trigger Call of Duty 2 : CoD2 Scripting I'm not at home. So I can't try it, but: trigger waittill( "trigger", brushmodel ); in this line, the 'brushmodel' is declaring a variable, and not using it :/ for example: user iprintlnbold ("..."); user means, that 'user' declared in the waitti... [more] |
8 | 1365 | May 8, 2011 06:02 pm by Slipknot14 |
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Burshmodel touch trigger Call of Duty 2 : CoD2 Scripting Hello! I want to write a script where a moving brushmodel touches a trigger, and when it touched a script start running. Is this possible? for example slider_tirgger waittill(slider triggered me); thanks, creep.... [more] |
8 | 1365 | May 8, 2011 01:18 pm by Slipknot14 |
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use_touch doesn't activated firt time :/ Call of Duty 2 : CoD2 Scripting Oh okay, I thought you are hungarian too :)) Yes, I'm that Creep :D And I'm playin and mappin for Strafed now :) Thanks :$ jm_rena2 is ready to play, but this small bug makes me angry :D... [more] |
5 | 1254 | Apr 30, 2011 04:49 pm by Slipknot14 |
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use_touch doesn't activated firt time :/ Call of Duty 2 : CoD2 Scripting Code:key2() { key = getent("key_two","targetname"); key_touch = getent("key_two_trig","targetname"); while(1) { key_touch waittill ("trigger",user); if(!isDefined(user.key2)){ key hide(); user iprintlnbold("Hmm, this cube opens a gate maybe..")... [more] |
5 | 1254 | Apr 30, 2011 12:20 pm by Slipknot14 |
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use_touch doesn't activated firt time :/ Call of Duty 2 : CoD2 Scripting Hello! I made a map with doors + panels that opens the doors with specify keys. Players need to get keys for every doors. Every door and keys works perfectly, but one of my use_touch is makes me angry :D That use touch is disabled everytime when I start... [more] |
5 | 1254 | Apr 30, 2011 10:31 am by Slipknot14 |
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Solving costum water Call of Duty 2 : CoD2 MP Mapping this forum is a piece of poo-poo. It's full of ,,I'm a good scripter or mapper", but when somebody wants to solve something difficult, nothing..... ... [more] |
9 | 1113 | Oct 1, 2009 06:10 pm by Slipknot14 |
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Solving costum water Call of Duty 2 : CoD2 MP Mapping I tried it already : nothing :S... [more] |
9 | 1113 | Sep 30, 2009 01:39 pm by Slipknot14 |
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Solving costum water Call of Duty 2 : CoD2 MP Mapping ... beacuse if you use the water texture compiler in assets_manager, your water will be blue, like other waters.. you can't use your own material for it... [more] |
9 | 1113 | Sep 29, 2009 06:24 am by Slipknot14 |
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Solving costum water Call of Duty 2 : CoD2 MP Mapping Hello all. I want to make my own water texture(a green thing for catacombs). I started to work on this. First I tried to rewrote the deffiles for assets_manager, that gives the compile informations. Code:refCubeImage( "$cubicEnvMap$" ); #include "c... [more] |
9 | 1113 | Sep 28, 2009 06:50 pm by Slipknot14 |
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Ambient help Call of Duty 2 : CoD2 MP Mapping I know there is tutorial for this, and I had al ots of maps, and I know how to make it.... but now I don't understand why don't repeat my ambient sound... The game plays it once than silence. I used my old map's soundalias - nothing... I made 2 tutorials ... [more] |
2 | 968 | Dec 20, 2008 11:37 am by Slipknot14 |
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Script runs at everybody who activate trigger Call of Duty 4 : CoD4 Scripting So I want to make a script that runs, after somebody activate the trigger. But if I use simply waittill, then it runs only at that one player, who is the user. I made a key system, where you need to get activate 2 triggers, and than if you activate the la... [more] |
1 | 911 | Nov 23, 2008 04:53 pm by Slipknot14 |
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Script Developer Mod Call of Duty 4 : CoD4 Scripting In the past I had in cod2's icon something, that runs cod2 with +parameters, and if my script crashes, it said me the wrong line in my script and what's the error with it. Somebody know what's this parameter(s)?:S thanks, creep!... [more] |
1 | 997 | Nov 23, 2008 04:46 pm by Slipknot14 |
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script origins Call of Duty 2 : CoD2 Scripting first you need to get your origins like a variable. Quote:main() { thread plane_slider (); } plane_slider () { script_origin1 = getent ("s1","targetname"); plane = getent ("plane", "targetnameā); trig = getent ("plane_trigger ", "targetname... [more] |
5 | 1029 | Nov 23, 2008 07:07 am by Slipknot14 |
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Personal varibales? Call of Duty 2 : CoD2 Scripting ok I'll try it, thanks. But I think the same will happens with mine. It works fine, but if 1 ppl find one of the seals, the varibale will be true, so other ppls, don't need to find it. They can easily go through. (It will be a jump map) edited on Nov. 2... [more] |
4 | 986 | Nov 22, 2008 01:46 pm by Slipknot14 |
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Personal varibales? Call of Duty 2 : CoD2 Scripting or any ideas for other ways?:S pls help somebody. Thanks Creep.... [more] |
4 | 986 | Nov 22, 2008 11:49 am by Slipknot14 |
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Personal varibales? Call of Duty 2 : CoD2 Scripting I want to make a seal system on my map. You need to activate 2 triggers to activate the 3rd. So I made it with global varibales, and if functions. The if check the global variable is true or false then do the right thing. BUT it's works only for 1 ppl, ... [more] |
4 | 986 | Nov 22, 2008 09:02 am by Slipknot14 |
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Simpliest scripts crash my cod2 :S Call of Duty 2 : CoD2 Scripting ah lol, I didn't think it's must be in:) many thanks... [more] |
4 | 1110 | Nov 21, 2008 09:11 pm by Slipknot14 |
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Simpliest scripts crash my cod2 :S Call of Duty 2 : CoD2 Scripting main() { maps\mp\_load::main(); setExpFog(0.99, 0.99, 0.99, 0.99, 0); setCullFog(0.99, 6000, 0.99, 0.99, 0.99, 0); game["allies"] = "american"; game["axis"] = "german"; game["attackers"] = "allies"; game["defenders"] = "axis"; game["... [more] |
4 | 1110 | Nov 21, 2008 03:16 pm by Slipknot14 |
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nocollision for character?:) Call of Duty 2 : CoD2 Scripting and a proof again for that: xmodels haven't collisions. I deleted preache charater models, then in thirdperson I didn't see charaters, but the hitbox were there :)... [more] |
5 | 1075 | Nov 8, 2008 04:29 pm by Slipknot14 |
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nocollision for character?:) Call of Duty 2 : CoD2 Scripting ah many thanks :) but in xmodels therearen't collisins. if you make a model on your map, the converter get collison from map files.... [more] |
5 | 1075 | Nov 8, 2008 02:56 pm by Slipknot14 |
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