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lights truble Call of Duty 2 : CoD2 MP Mapping You also need intensity / 1... [more] |
8 | 2298 | Apr 23, 2006 11:46 pm by Slime0 ![]() |
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Confused And Very New To This... Call of Duty 2 : CoD2 MP Mapping Give this a shot: http://www.iwnation.com/Forums/index.php?showtopic=22355&view=findpost&p=21 5956... [more] |
3 | 984 | Apr 21, 2006 02:42 am by Slime0 ![]() |
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Can't get intro_screen script to work Call of Duty : CoD+UO General I believe there are waits inside of maps\_introscreen::main(). Since you're not calling that as a separate "thread", precacheshader doesn't get called until it finishes. (main() waits for it to finish before continuing.) Simply use thread maps\_intr... [more] |
22 | 1188 | Apr 10, 2006 07:50 am by Slime0 ![]() |
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bad syntac error, banging head on wall Call of Duty : CoD Mapping "main()" indicates that everything that follows is part of the "main" function - the code which is run when your map starts. However, only the part within the squiggly brackets is part of main(). For instance: Code: main() { code here is part of mai... [more] |
13 | 1161 | Apr 10, 2006 07:46 am by Slime0 ![]() |
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makeing text Call of Duty : CoD Mapping Select the text brushes and press ctrl+shift+D (this is also in the selection menu, i think, under "make detail" or something like that). Then these brushes will be ignored during vis. You should always do this with complex brushes that don't contribut... [more] |
5 | 975 | Apr 6, 2006 06:16 am by Slime0 ![]() |
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Exceeded Maximum Number of Script Variables?? Call of Duty : CoD Mapping Generally this error means that you have an infinite loop or infinite recursion. The problem *might* be here: Code: while(1) { if(level.tshells > 0) { thread mortar_fire(); } } the mortar_fire function doesn't change level.tshe... [more] |
2 | 3688 | Mar 25, 2006 04:29 am by Slime0 ![]() |
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Portal Problem Call of Duty : CoDUO Mapping If you want to create a portal which doesn't touch any structural brushes, I don't think you understand the point of portals. Why don't you give us a screenshot or two of what you have? Also tell us what you're trying to accomplish.... [more] |
17 | 912 | Mar 19, 2006 11:35 pm by Slime0 ![]() |
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mod wont work Call of Duty 2 : CoD2 Scripting if (game['name'] = "angelo") 1. note that game['name'] isn't your player name, if that's what you expect it to be. 2. you probably want == instead of =. A single = assigns "angelo" to game['name'], thus changing its value. A double == compares the two... [more] |
5 | 1059 | Mar 18, 2006 04:44 am by Slime0 ![]() |
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portal question..... Call of Duty : CoD Mapping They tell the game where "choke points" are, so that it can use them to determine what you can and can't see. For instance, say you had a map which was a large square shape, and it had a building in one corner and another building in another corner, with ... [more] |
3 | 1012 | Mar 18, 2006 04:40 am by Slime0 ![]() |
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AI Issues... Call of Duty : CoD Mapping Make sure there are enough path nodes, reasonably close together, between them and the node they're targetted to. Make sure the spawners have the correct checkbox checked ("SPAWNER" or something like that). Make sure there are no significant height ... [more] |
2 | 799 | Mar 18, 2006 04:31 am by Slime0 ![]() |
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Question I need answered before I begin my next map Call of Duty : CoD Mapping Hollow is safe, provided you only have a single, block shaped brush selected. I don't know how it behaves with diagonals. Of course, it creates intersecting brushes which should be pulled apart afterwards.... [more] |
15 | 1151 | Mar 16, 2006 05:17 am by Slime0 ![]() |
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drowning players Call of Duty : CoDUO Mapping Somewhere in this drowning script, there's probably a loop that constantly checks if the player is in the water trigger, and if so, reduces their drown-health. The check to see if they're in the trigger probably uses the "istouching" function, along these... [more] |
13 | 1095 | Mar 9, 2006 06:31 am by Slime0 ![]() |
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using the clipper tool... Call of Duty : CoDUO Mapping Select the patch and press V to enter vertex mode. Shift+click on a vertex to select the column it's in. (Shift+click again on the same vertex to select the row it's in, if desired.) Then go to Patch -> Split (shift+ctrl+x) to cut the patch along that ... [more] |
3 | 936 | Mar 6, 2006 12:28 am by Slime0 ![]() |
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MP Hud Modification Call of Duty 2 : CoD2 Scripting Under maps/mp/gametypes, there is a .gsc file for each multiplayer gametype. In each of these, there is a function called when a player is killed called "obituary" (search for it). I believe commenting out these calls will remove death messages - at least... [more] |
8 | 1375 | Feb 22, 2006 06:58 am by Slime0 ![]() |
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Please test my mod Call of Duty 2 : CoD2 Scripting Hi, It seemed to work fine for me. I could access the menus, "install," and change my name. However, it wasn't really clear how to make use of the coloring feature.... [more] |
4 | 1278 | Feb 22, 2006 06:50 am by Slime0 ![]() |
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Hide/Show/Delete Problems Call of Duty : CoD Mapping Also, there are solid() and notsolid() functions you can call on them to change whether you collide with them. If you're making a single player map with AI, you'll also want the connectpaths() and disconnectpaths() functions to allow AI to walk through... [more] |
5 | 1089 | Feb 17, 2006 03:44 am by Slime0 ![]() |
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Non-existant brush causing an error! Valve's Source : HL2 Mapping Open your .map in a text editor (make a backup first, just in case). The brushes are all there in text format. Simply delete the faulty ones. I think they're commented with their brush numbers so you can find them that way. If you don't know which ones... [more] |
2 | 998 | Feb 16, 2006 08:54 am by Slime0 ![]() |
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NO Portals Anymore In MP Maps Call of Duty 2 : CoD2 MP Mapping r_showportals 1?... [more] |
10 | 1423 | Nov 1, 2005 01:09 am by Slime0 ![]() |
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Memory Leaks Call of Duty : CoDUO Mapping 1. All programs use memory. When a program is done with a bit of memory, it "frees" it, giving it back to the operating system for other programs to use. If a program claims memory but never frees it when it's done with it, we say that the program has a m... [more] |
2 | 999 | Oct 31, 2005 03:50 am by Slime0 ![]() |
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CoD 2 has no punkbuster Call of Duty 2 : CoD2 General In all seriousness, a concise, polite email or letter to IW will do a lot more than 100 names on a petition. Besides, didn't PB come late for CoD 1 also? Maybe they just didn't want to delay release for it.... [more] |
17 | 1966 | Oct 30, 2005 08:04 am by Slime0 ![]() |
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I cant play the demo.. Call of Duty 2 : CoD2 MP Mapping Google searches seem to indicate that you need to update your drivers if you're getting this error. I'd also make sure you have DirectX 9 installed.... [more] |
22 | 2771 | Oct 27, 2005 08:00 am by Slime0 ![]() |
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I cant play the demo.. Call of Duty 2 : CoD2 MP Mapping I find it hard to believe that the Radeon 9600 pro doesn't support alpha blending. Have you updated your drivers from www.ati.com ?... [more] |
22 | 2771 | Oct 27, 2005 12:16 am by Slime0 ![]() |
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Detecting a shot Call of Duty : CoDUO Mapping Quote:1. How can I get them to move with the target. So say if the target slides from nehind a wall, I want the trigger to move with the target. trigger = getent ("thetrigger", "targetname"); target = getent("thetarget", "targetname"); trigger linkto... [more] |
8 | 1055 | Oct 25, 2005 10:09 am by Slime0 ![]() |
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compile time? Call of Duty : CoDUO Mapping If that's your map with detail brushes turned off, then you haven't made enough brushes detail. Some examples: - I see a stone wall to the left there, next to the graveyard. The wall has little fancy things at the ends where the road goes through i... [more] |
36 | 1066 | Oct 24, 2005 11:47 pm by Slime0 ![]() |
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compile time? Call of Duty : CoDUO Mapping Too many portals will indeed slow the game down while playing. The idea behind portals is to tell the game engine about places that restrict the player's field of view. The classic example is a window: you can see through it, but it restricts *where* y... [more] |
36 | 1066 | Oct 24, 2005 07:35 am by Slime0 ![]() |
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