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Fallback used on flood spawns Call of Duty : CoDUO Mapping Hey, I'm trying to piece together how to use fallbacks on flood spawns... or even exactly what they do. What I'm trying to do is after I kill the flood spawn (which i know how to do), I tell the remaining guys to all run to a specific location on the map... [more] |
4 | 1667 | Jan 11, 2006 12:13 am by PacoTaco ![]() |
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Flagging a brush as a friendly ai Call of Duty : CoDUO Mapping Hey guys... I was just wondering if anybody knew of a way to flag an area, surrounded in a brush or whatever, as a friendly ai. The desired effect would be the player holding his weapon down and not being able to shoot that area as he does with allies.... [more] |
1 | 646 | Jan 9, 2006 02:10 am by PacoTaco ![]() |
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question about making a wounded american Call of Duty : CoDUO Mapping nevermind, found the answer... [more] |
3 | 762 | Jan 6, 2006 05:06 am by PacoTaco ![]() |
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question about making a wounded american Call of Duty : CoDUO Mapping Hey guys, question about linking up animations. I want to create a similar effect to the wounded russians in the stalingrad mission of call of duty. (which I know there is a tutorial for). However, I want to link those animations up to an american o... [more] |
3 | 762 | Jan 6, 2006 04:55 am by PacoTaco ![]() |
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Enemy AI triggering a trigger for SP! Call of Duty : CoDUO Mapping I tested out that last line to do damage to the truck in order to make it explode, but it didn't seem to work. I'd really be interested in finding out how to either do all damage to the truck or to cause it to explode by itself. I looked around and ... [more] |
5 | 875 | Jan 2, 2006 11:30 pm by PacoTaco ![]() |
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Script trigger for an exploder? Call of Duty : CoDUO Mapping Problem solved... this is the line if anybody is curious maps\_utility::exploder(6); Thanks for the help guys.... [more] |
9 | 685 | Jan 2, 2006 09:10 am by PacoTaco ![]() |
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Script trigger for an exploder? Call of Duty : CoDUO Mapping And just to clarify again, I was using a trigger because that's the only way that I'm aware of to trigger an exploder... meaning that I add "script_exploder 6" to the properties of the trigger. If anybody knows how to activate script_exploder 6 through a... [more] |
9 | 685 | Jan 2, 2006 03:19 am by PacoTaco ![]() |
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Script trigger for an exploder? Call of Duty : CoDUO Mapping I have no problems triggering it by where the origin of the truck is, but i'd be interested in knowing how to implement that.... [more] |
9 | 685 | Jan 2, 2006 02:58 am by PacoTaco ![]() |
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Script trigger for an exploder? Call of Duty : CoDUO Mapping Based on caretakers advice I have it working with the trigger multiple. I'd be interested in knowing if anybody knows how to use script to either a) activate a trigger based on a truck entity entering it or b) activate a trigger arbitrarily. Thanks for ... [more] |
9 | 685 | Jan 2, 2006 12:39 am by PacoTaco ![]() |
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Script trigger for an exploder? Call of Duty : CoDUO Mapping Yeah, sorry if I wasn't clear enough. I have a working exploder that does not use script. I need to use script to trigger it somehow because I need it to activate on a specific event that does not involve it taking gunfire or splash damage. Also, bec... [more] |
9 | 685 | Jan 1, 2006 11:52 am by PacoTaco ![]() |
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Script trigger for an exploder? Call of Duty : CoDUO Mapping Hey guys... I had a question about exploders (for single player, if it matters). I have one set up properly in my map, but its currently set up on a damage trigger. I wanted to have a truck ram into the fence exploder and activate it in my gsc file, but... [more] |
9 | 685 | Jan 1, 2006 08:27 am by PacoTaco ![]() |
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