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Topic | Replies | Views | Last Post | |
[NEW SINGLEPLAYER] by Babycop Call of Duty 4 : CoD4 SP Mapping Nice job! (if a bit dark) Loved the slo-mo action hostage sequence! ... [more] |
21 | 2292 | Apr 19, 2008 03:47 am by Yorkshire-Rifles |
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Radiant and Winows Vista Call of Duty 2 : CoD2 MP Mapping I found that disabling UAC prevents Radiant crashing upon saving. So that's; Control Panel (classic view) - User Accounts - Turn User Control off - reboot PC.... [more] |
5 | 2237 | Sep 22, 2007 12:19 am by Yorkshire-Rifles |
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[Release] EastYorks2 Single Player Call of Duty 2 : CoD2 Map + Mod Releases Return of 2EYR, post-UO campaign. 2nd Battalion East Yorkshire Regiment at the battle of Toufreville, 1944, for Single Player. After saying I wasn't going to do a COD2 map after my last UO single player campaign .... I guess I fi... [more] |
2 | 1683 | Jul 25, 2007 10:01 pm by Yorkshire-Rifles |
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[Preview] EastYorks2 - SP Call of Duty 2 : CoD2 Map + Mod Releases Rabbit: Thanks for the mirror. I occaissionally play HQ on the public 4mori server. Ace: Non-4 sided skyboxes. When I was playing MP on UO I noticed that the skyboxes dropped down to intersect with the tops of some buildings. I figured this helps ... [more] |
13 | 2194 | Jul 19, 2007 12:36 am by Yorkshire-Rifles |
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[Preview] EastYorks2 - SP Call of Duty 2 : CoD2 Map + Mod Releases Well, if you're all that desperate - here is the holding file. Remember readme's are there to be read. ... [more] |
13 | 2194 | Jul 14, 2007 02:15 pm by Yorkshire-Rifles |
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[Preview] EastYorks2 - SP Call of Duty 2 : CoD2 Map + Mod Releases Currently waiting on filefront's codfiles.com, but I think they've been kinda busy this week - what with getting invited to see COD4 at Santa Monica. (seems a nice enough area, I was over there briefly earlier in the year - much sunny than the North of En... [more] |
13 | 2194 | Jul 13, 2007 03:43 pm by Yorkshire-Rifles |
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How do I spawn 100 actors? Call of Duty 2 : CoD2 Scripting Oh, I see. Best not to select actor type via script - it is probably possible but seems like just making trouble for the sake of it. Stick all your actors in the map in Radiant and check the spawner box for those that you don't want to start with. T... [more] |
5 | 2286 | Jul 9, 2007 09:54 pm by Yorkshire-Rifles |
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How do I spawn 100 actors? Call of Duty 2 : CoD2 Scripting Yes you can have 100 different AI doing 100 different things. But you can only have 32 in-game at once. So you need to kill them off. Check out the "doom" thread in _utility.gsc for that, or just do a radiusdamage at the actor's origin. For floo... [more] |
5 | 2286 | Jul 9, 2007 04:54 pm by Yorkshire-Rifles |
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[Preview] EastYorks2 - SP Call of Duty 2 : CoD2 Map + Mod Releases East Yorkshire Regiment at the Battle of Touffreville, large Single Player map for COD2. Looks lovely in DX9. ETA: Very Soon... [more] |
13 | 2194 | Jul 9, 2007 01:08 am by Yorkshire-Rifles |
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Editor Crashes Call of Duty 2 : CoD2 MP Mapping I found that Radiant crashed with Vista when attempting to save - because User Account Control wouldn't allow it to write to the HD. Turning UAC off stopped this CTD from happening.... [more] |
23 | 1139 | Jun 27, 2007 02:05 am by Yorkshire-Rifles |
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SP Lamaire Release Call of Duty 2 : CoD2 Map + Mod Releases It's a bit dark - but does play fine in DX9. As for criticism --- read above! Squad moves and saves really, that's it. Nice one. ... [more] |
7 | 2582 | Jun 1, 2007 12:51 am by Yorkshire-Rifles |
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Compile for me Call of Duty 2 : CoD2 MP Mapping Well, you might not have managed a full compile and put the release through already, but I found this link which "might" help. Then again it might not! But anyhow - LINKAGE It's about messing with the Lightmap size settings from one of the IW devs (ove... [more] |
8 | 2000 | May 31, 2007 12:13 am by Yorkshire-Rifles |
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Lighting Problem Call of Duty 2 : CoD2 MP Mapping Might be an odd thing to ask Ace, but does you compiler fully finish or does it crash doing the lighting? If you have the Connect Paths option selected I find that the compiler just disappears when it ends - success or not. Sometimes it'll crash from ... [more] |
12 | 1990 | May 27, 2007 12:19 am by Yorkshire-Rifles |
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Creating a custom skybox ? How To?!! Call of Duty : CoDUO Mapping You don't need to CAP/Natural/Fit for a skybox, custom or stock. It sorts it out automatically with the shader information. I followed the SOF tut as a guide and used Terragen (it's free!) a while back. Can't remember if I used tga or dds format. Anyho... [more] |
31 | 2132 | May 26, 2007 02:43 am by Yorkshire-Rifles |
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compile? Call of Duty 2 : CoD2 MP Mapping There should be a new file called a .D3DBSP in either main/maps or main/maps/mp... [more] |
4 | 1673 | May 23, 2007 11:42 am by Yorkshire-Rifles |
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Lighting Problem Call of Duty 2 : CoD2 MP Mapping Ace, yes you do need to do a VC_log for SP. Do it exactly the same as the tutorial Here for MP, but it'll save to your main/maps folder.... [more] |
12 | 1990 | May 23, 2007 11:40 am by Yorkshire-Rifles |
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floodspawning in cod2 Call of Duty 2 : CoD2 MP Mapping Another mystery of the Universe solved! ... [more] |
30 | 1862 | May 22, 2007 11:19 pm by Yorkshire-Rifles |
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floodspawning in cod2 Call of Duty 2 : CoD2 MP Mapping Stop the Merry-Go-Round! Here's the solution, I tested it so it does work. This is the code for the thread: Code: wave1() { trig = getent("trwave_1", "targetname"); trig waittill("trigger"); spawners = getentarray("wave_1","targetname"); ... [more] |
30 | 1862 | May 22, 2007 11:06 pm by Yorkshire-Rifles |
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floodspawning in cod2 Call of Duty 2 : CoD2 MP Mapping Oops, think that extra [index] was my fault! ... [more] |
30 | 1862 | May 22, 2007 10:31 pm by Yorkshire-Rifles |
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floodspawning in cod2 Call of Duty 2 : CoD2 MP Mapping How about just using a trigger to flood_spawn! Just as a test to make sure that the map/script works okay without the wave_1 thread. You can always start it as triggeroff(); and then turn it on after other events or a certain amount of time has elapsed... [more] |
30 | 1862 | May 22, 2007 08:33 pm by Yorkshire-Rifles |
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floodspawning in cod2 Call of Duty 2 : CoD2 MP Mapping Babycop - as Grassy said you've missed the index count on the number of spawners. That's the letter i in brackets. Code: wave_1() { trig = getent("trwave_1 ","targetname"); trig waittill("trigger"); spawners = getentarray("wave_1", "targetname"... [more] |
30 | 1862 | May 22, 2007 04:55 pm by Yorkshire-Rifles |
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floodspawning in cod2 Call of Duty 2 : CoD2 MP Mapping Babycop, try swapping the bit which isn't getting read by the script, // if(isalive(spawners)) for if(isdefined(spawners)) which I think is the proper way of doing it. So if you don't have to check that the entitiy/entities are alive (like wh... [more] |
30 | 1862 | May 22, 2007 03:08 am by Yorkshire-Rifles |
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not an actor Call of Duty 2 : CoD2 SP Mapping Nice one, chaps. I reckon door connectpaths(); is the key to solving the problem, then. ... [more] |
19 | 1703 | Apr 27, 2007 01:07 am by Yorkshire-Rifles |
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not an actor Call of Duty 2 : CoD2 SP Mapping If you're having problems with getting Ai through script_brushmodel doors, move the doors in radiant so they start the map as open and then close them with script as soon as the level loads. If you have moveable doors closed in Radiant it confuses the ... [more] |
19 | 1703 | Apr 26, 2007 11:39 pm by Yorkshire-Rifles |
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[TUT] Friendly Waves Call of Duty 2 : CoD2 SP Mapping It's not about competition it's about ..... .... who has the biggest SP level!!!!! My jokes are so lame..... ... [more] |
13 | 1863 | Apr 25, 2007 12:37 am by Yorkshire-Rifles |
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