Members Online»
0 Active | 97 Guests
Online:
|
LATEST FORUM THREADS»
by Welshy
Posts: 6 / 366 The Future of MODSonline
In The News by KAZAM3766
Posts: 1 / 630 CoD: Battle Royale
CoD+UO Map + Mod Releases by morgawr
Posts: 1 / 2699 Damaged .pk3's
CoD Mapping by lazygit
Posts: 1 / 3211 heli to attack ai
CoD4 SP Mapping by DrBiggzz
Posts: 11 / 1025 New Cod UO Rifle Mod.
CoD Mapping |
Polls»
|
|
Topic | Replies | Views | Last Post | |
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 |
MODSonline.com Forums |
Latest Syndicated News»
Comments: 5
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which... Comments: 5
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ... Comments: 5
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead?
... Comments: 5
Codutility.com up and runn...
It seems to me the like the site is completely dead? Comments: 5
Codutility.com up and runn...
Yeeaahhhh.........
|
Latest Downloads»
OHMY Don Quixote
Call of Duty 2: Maps: Multiplayer (5.76Mb) OHMY Neuburg
Call of Duty 2: Maps: Multiplayer (6.84Mb) OHMY Tebessa
Call of Duty 2: Maps: Multiplayer (7.36Mb) OHMY POW Camp
Call of Duty 2: Maps: Multiplayer (2.15Mb) OHMY Valley
Call of Duty 2: Maps: Multiplayer (5.7Mb) |
Partners & Friends»
|
Site Links and Information
|
Partners
|
Friends
|
Copyright © MODSonline LLC
Tresware Content Management System © 2011
Website Designed by LKFX and Developed by Tresware