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by morgawr
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CoD+UO Map + Mod Releases by morgawr
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CoD Mapping |
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Topic | Replies | Views | Last Post | |
Script Runtime Error Call of Duty : CoD Mapping That's weird, I see a space in both of them. But you know what they say about beating a dead horse... I hope this is my last problem for a while...... [more] |
14 | 1258 | Oct 3, 2006 10:15 pm by Trigonous |
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Script Runtime Error Call of Duty : CoD Mapping There shouldn't have been a space between the end of the target name value and the parenthesis. I would recomend that you change that in the tutorial for future use, as well as the weird quotes after the target name (CoD doesn't recognize them). ... [more] |
14 | 1258 | Oct 3, 2006 02:42 am by Trigonous |
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Script Runtime Error Call of Duty : CoD Mapping Bleh, I mean deleting and making another. Didn't work. I'll see if a different name works.... [more] |
14 | 1258 | Oct 3, 2006 02:15 am by Trigonous |
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Script Runtime Error Call of Duty : CoD Mapping Thanks, that helps me understand scripting a little bit better, I'll try deleting the trigger_use and see if that works.... [more] |
14 | 1258 | Oct 3, 2006 01:44 am by Trigonous |
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Script Runtime Error Call of Duty : CoD Mapping Look, there is a trigger_use next to the door. It has a classname of trigger_use, and a targetname of slider_trigger. I have checked this many times. Now, from my very limited experience with scripting, I think the problem is that there isn't anything ... [more] |
14 | 1258 | Oct 3, 2006 12:11 am by Trigonous |
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.bsp missing when compiling Call of Duty : CoD Mapping you should make the sky box fit your map perfectly, on top having it just above the highest structure or out of jumping range from it if you can get on it.... [more] |
12 | 1375 | Oct 2, 2006 10:27 pm by Trigonous |
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Script Runtime Error Call of Duty : CoD Mapping Bump... [more] |
14 | 1258 | Oct 2, 2006 10:26 pm by Trigonous |
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Script Runtime Error Call of Duty : CoD Mapping Yes, I have a trigger_use in there that has the targetname slider_trigger.... [more] |
14 | 1258 | Oct 2, 2006 03:27 am by Trigonous |
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Script Runtime Error Call of Duty : CoD Mapping Didn't do a thing... I'm pretty sure the error is in the line "trig waittill ("trigger");" ... [more] |
14 | 1258 | Oct 2, 2006 03:02 am by Trigonous |
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Script Runtime Error Call of Duty : CoD Mapping I got a script runtime error after I added a sliding door to my map, here is the door script straight from the "Getting started in scripting: moving things": main() { thread door_slider (); } door_slider () { door = getent ("slide ", "targetname"... [more] |
14 | 1258 | Oct 2, 2006 12:40 am by Trigonous |
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.bsp not updating, help not found after search Call of Duty : CoD Mapping *sigh* Selecting complete tall didn't do squat, so I just deleted the brush, and now I have a huge hole in my cliff, but the compile works. Thanks anyway.... [more] |
8 | 1236 | Oct 1, 2006 09:27 pm by Trigonous |
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.bsp not updating, help not found after search Call of Duty : CoD Mapping *sigh* How do I hide the brushes? How do I select complete tail? How do I press delete? Oh, wait, I know that one...... [more] |
8 | 1236 | Oct 1, 2006 09:16 pm by Trigonous |
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.bsp not updating, help not found after search Call of Duty : CoD Mapping Of course I checked the coordinates. But what am I supposed to do there?... [more] |
8 | 1236 | Oct 1, 2006 09:07 pm by Trigonous |
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.bsp not updating, help not found after search Call of Duty : CoD Mapping Okay, so I'm using CoDBuilder to update my map, and it said, "warning! A new BSP have not been created!". So, I searched for the problem, and I found that you can find individual errors more easily if you pause it after each section, so I did. I found ... [more] |
8 | 1236 | Oct 1, 2006 08:38 pm by Trigonous |
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lighting problem Call of Duty : CoDUO Mapping Hmmm... How are you doing your external lighting? Placing a light or editing the worldspawn values? I'm actualy kinda stumped on this one... [more] |
9 | 1220 | Oct 1, 2006 02:11 am by Trigonous |
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lighting problem Call of Duty : CoDUO Mapping There isn't any problem with your shaders or compile process. When you place a light, just press n to pull up the entities box, and in the key spot, type "light" (without the quotes) and in the value box, type in any number you want for the brightness of... [more] |
9 | 1220 | Oct 1, 2006 01:35 am by Trigonous |
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.bsp missing when compiling Call of Duty : CoD Mapping Yeah, even if there is a leak, you should still have a bsp, it just wont look right in game.... [more] |
12 | 1375 | Sep 29, 2006 11:36 pm by Trigonous |
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rain Call of Duty 2 : CoD2 Scripting Sorry for not specifying, its in the Call of Duty tutorials, but getting into developer mode is the same (its at the bottom of the tutorial)... [more] |
23 | 1635 | Sep 29, 2006 11:33 pm by Trigonous |
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.bsp missing when compiling Call of Duty : CoD Mapping Try downloading CoDbuilder and use that instead, makes compiling a breeze, especially when you want to test it without waiting a day or two for the full compile process.... [more] |
12 | 1375 | Sep 29, 2006 11:01 pm by Trigonous |
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rain Call of Duty 2 : CoD2 Scripting Look in the advanced portalling, outdoor portalling tutorial. And even if you THINK you copied it straight from the tutorial, there is a slim chance you messed something up or the computer did, so post the rain .gsc anyway edited on Sep. 29, 2006 07:0... [more] |
23 | 1635 | Sep 29, 2006 10:59 pm by Trigonous |
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mp_SCRIM Call of Duty : CoD Mapping Awsome idea, but without a significant amount of modding it won't ever work. In COD you can't use anything but the mg42 and the ptrsh, no vehicles, nothing. And you can't change how the gametypes work through the map file.... [more] |
3 | 1185 | Sep 29, 2006 10:58 pm by Trigonous |
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cod radiant's intermissions Call of Duty : CoD Mapping You only NEED one intermission, but, for the sake of athetics, it's a good idea to put more than one in.... [more] |
13 | 1540 | Sep 29, 2006 10:49 pm by Trigonous |
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Water in my map Call of Duty : CoD Mapping Okay, I looked at the fire tutorial and changed the code for water, and it worked, so now I just need to know how to do the thing with the two triggers.... [more] |
6 | 1082 | Sep 29, 2006 12:44 am by Trigonous |
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Water in my map Call of Duty : CoD Mapping Okay, I get what you're saying for number one, I just don't know how to implement it. Same for three; I think I found the efx I need in a pk3, what knowing where to look was only intution, I'm a total nub to doing anygthing more complex than models, and ... [more] |
6 | 1082 | Sep 27, 2006 11:32 pm by Trigonous |
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Water in my map Call of Duty : CoD Mapping Thought up another water question, still need the first two answered 3) Is there some sort of mist effect I can place at the bottom of a waterfall so you can't see the horrible looking join between the pool and the waterfall?... [more] |
6 | 1082 | Sep 27, 2006 02:40 am by Trigonous |
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