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Latest Posts by sacgate
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Scope bouncing, how to remove
Call of Duty 4 : CoD4 Scripting
OneShot writes...Quote:I have played on a few sniper servers and they have found a way to remove the bouncing scope. How is this done? Or at least point me to something that I can figure out for myself. Just starting to get into mods for COD4. Thank... [more]
2 1006 Jan 24, 2008 02:52 pm
by sacgate
Unlock Everything Mod?
Call of Duty 4 : CoD4 General
|DA|DarkDilbert writes...Quote:I'm thinking about modding our clan server, but most of us haven't got to level 55 yet, and no one has completed all the challenges yet. Are there any mods out that get rid of all the ranking crap, and allow you to pick ... [more]
14 2198 Dec 21, 2007 11:54 pm
by sacgate
See thru bushes
Call of Duty 2 : CoD2 General
Is there an adjustment that can be used to make bushes harder to see thru at a distance? Up close you're hidden but from a distance you are completely visible.... [more]
2 1022 Aug 6, 2007 04:12 am
by sacgate
how to turn off loop effect
Call of Duty 2 : CoD2 Scripting
The_Caretaker writes...Quote:how does the "playloopedfx() work? I can't find it in the _fx.gsc's (though I'm tired and might be looking in the totally wrong place) It is a script function in the EFFECTS folder of ScriptFunctions. As to "how" it works y... [more]
5 1171 Feb 15, 2007 12:05 am
by sacgate
how to turn off loop effect
Call of Duty 2 : CoD2 Scripting
Thanks Grassy. Your fix worked perfectly. Now all I need to do is build on that a little and add in the bullet strikes. I hope I don't lose as much hair doing that as I did trying to turn off the muzzleflashes (:-)... [more]
5 1171 Feb 14, 2007 11:59 pm
by sacgate
how to turn off loop effect
Call of Duty 2 : CoD2 Scripting
I have been trying to create the effect of a mg42 firing that is not manned by one of our LAN players. I can get the flashes to start and gun to fire by adding the following GSC scripting. The flashes and sound start on cue, the sound stops after the spec... [more]
5 1171 Feb 14, 2007 09:05 pm
by sacgate
Make Models Solid?
Call of Duty 2 : CoD2 MP Mapping
MadMan-1 writes...Quote:Elim is correct... You are hacking the intellectual property of another mapper. The common standards and procedures of the business, i.e. mapping and modding IW's CoD series, dictate that you contact the mapper/modder and get ... [more]
7 2381 Jan 17, 2007 06:59 pm
by sacgate
Make Models Solid?
Call of Duty 2 : CoD2 MP Mapping
elim writes...Quote:i am a little miffed by your question... are you altering other peoples maps ?? if so did you ask them if its ok... secondly if your useing the editor click file load and load the model in. instead of right clicking grid misc/model ... [more]
7 2381 Jan 17, 2007 02:37 pm
by sacgate
Make Models Solid?
Call of Duty 2 : CoD2 MP Mapping
I figured out how to add various props to the maps from the xmodel folder via a GSC file but when you do it this way a player (but not a bullet) can pass thru the tank, wall, etc. Any way to cure this if you don't have access to the .map file?... [more]
7 2381 Jan 17, 2007 05:30 am
by sacgate
Spawn Mod
Call of Duty 2 : CoD2 MP Mapping
Thanks. This will probably be beyond my present skill level but I'm working on that. Aren't the player's spawn points listed in the .d3dbsp? I tried manipulating these but it wasn't that simple (:-)... [more]
4 1103 Aug 12, 2006 07:21 pm
by sacgate
Spawn Mod
Call of Duty 2 : CoD2 MP Mapping
Is there anyway to move DM spawn points via a GSC? The built in spawn engine often creates some very awkward and predictable situations when playing Deathmatch. Big Red for instance (not the only one by far) has spawn points that are so predictable you pr... [more]
4 1103 Aug 12, 2006 04:01 pm
by sacgate
Spawn Points Error
Call of Duty 2 : CoD2 Scripting
I tried to change some troublesome DM spawn points in a favorite map but I get this rather odd error notice CMod_LoadMaterials:funny lumpsize (I'm trying to modify the points via the d3dbsp) Anyone that can explain my mistake? Thanks edited on Aug.... [more]
2 1415 Aug 6, 2006 08:11 pm
by sacgate
Add Vegetation or?
Call of Duty 2 : CoD2 Scripting
Thanks Adam. I'll look into this further but it sounds like something that can't be done via a GSC. True?... [more]
6 1214 Aug 1, 2006 05:44 am
by sacgate
Add Vegetation or?
Call of Duty 2 : CoD2 Scripting
Another problem: All of these addon models can be walked thru but will still deflect bullets. When adding these models via the GSC is there anyway to block the player from passing thru the model?... [more]
6 1214 Jul 24, 2006 06:54 pm
by sacgate
Add Vegetation or?
Call of Duty 2 : CoD2 Scripting
Thanks for the help Rasta. What was throwing me off was the fact that the word " truck" was subbed for xmodel's term of vehicle. When I used a tree and then once again called it a tree in the subsequent lines all went well.... [more]
6 1214 Jul 23, 2006 04:50 am
by sacgate
Add Vegetation or?
Call of Duty 2 : CoD2 Scripting
This script from Beltot2 adds trucks or jeeps, etc via the GSC but what would you change to add something like the desertbushy tree or grasstuftgroup from xmodelshots? Any pointers would be greatly appreciated. precachemodel("xmodel/vehicle_opel_bli... [more]
6 1214 Jul 22, 2006 07:50 pm
by sacgate
[release] Waterfall final
Call of Duty 2 : CoD2 Map + Mod Releases
Thanks Hoppz,,, chances are it has something to do with us using a "listen" server. It's a strange problem; We thought it might have something to do with graphics size however Warehouse runs fine yet the IWD is twice the size of Waterfall. It's a problem ... [more]
15 2215 Jul 18, 2006 01:34 pm
by sacgate
[release] Waterfall final
Call of Duty 2 : CoD2 Map + Mod Releases
Much to our dismay (it was liked) we had to remove it from our game. Several spots in the map caused our frame rates to plummet for no apparent reason. We play the stock maps as well as a lot of customs with no problem but on occasion we find this FPS pro... [more]
15 2215 Jul 18, 2006 02:55 am
by sacgate
[Release] mp_benedictine_beta
Call of Duty 2 : CoD2 Map + Mod Releases
I was wondering Schis,,, could you add a couple of lines to that artillery script to get it to repeat after a delay? If so, it would save a lot of typing (:-). I tried looking thru the script functions and so far I've drawn a blank on causing a repeat.... [more]
9 1331 Jul 6, 2006 03:24 am
by sacgate
[Release] mp_benedictine_beta
Call of Duty 2 : CoD2 Map + Mod Releases
Thanks for the info Schis. An adaption of this script should be quite useful in some other maps as well. As for smoke, I routinely curtail the effects for the same reason (FPS). This is a huge map but since DM spawns are kept close together our small gro... [more]
9 1331 Jul 4, 2006 06:21 pm
by sacgate
[Release] mp_benedictine_beta
Call of Duty 2 : CoD2 Map + Mod Releases
I noticed that the opening barrage of incoming rounds do not injure a player. There is a radius damage spelled out but it doesn't seem to work. I did change the SD to DM,,, could that somehow be the problem? NOTE: I routinely add a similar script to most... [more]
9 1331 Jul 4, 2006 04:52 pm
by sacgate
Maps_exploding barrels
Call of Duty 2 : CoD2 General
I see more and more mention of the exploding barrels,, are there any custom maps released with this effect included?... [more]
1 913 Jul 3, 2006 09:31 pm
by sacgate
How can I create a map pack.
Call of Duty 2 : CoD2 Scripting
jackc1990 writes...Quote:i know how to make an .iwd i dont understand how this applied to a mappack iwd. do i just have to put all the map .iwd files into a zip file and rename the extension? I don't know if this is the "right" way but it works. Ju... [more]
4 1147 Jul 1, 2006 03:44 pm
by sacgate
D6Day V 1.0
Call of Duty 2 : CoD2 Map + Mod Releases
d6_the_CUBE writes...Quote:Im very disapointed in this group. I simply make a post to invite people to play a map im proud to have made and it turns into a flame war. Someone want to explain this? Play the map, dont play the map. Use prefabs, dont use pre... [more]
51 2360 Jul 1, 2006 12:31 am
by sacgate
Add a Model?
Call of Duty 2 : CoD2 Scripting
Thanks Sentchy,,,, that's a great tool to have. I have started to use it on a limited basis such as additional cover however I assume that you cannot keep players from passing thru the newly placed objects unless you are working at map level? BTW: ... [more]
5 1090 Jun 27, 2006 02:09 pm
by sacgate
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