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[Release] mp_Pavlov Call of Duty 2 : CoD2 Map + Mod Releases Final Version Released (Click image to download) IWNation - Release [Readme] edited on Mar. 12, 2007 02:22 pm by drofder2004... [more] |
11 | 5320 | Mar 12, 2007 06:21 pm by drofder2004 ![]() |
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[Release] mp_Pavlov Call of Duty 2 : CoD2 Map + Mod Releases sintclair writes...Quote:what is your xfire maker of the map?I am afraid I do not use Xfire (or msn for that matter) Contact can be made using any of my emails (in the readme.txt)... [more] |
11 | 5320 | Jan 19, 2007 12:41 am by drofder2004 ![]() |
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[Release] mp_Pavlov Call of Duty 2 : CoD2 Map + Mod Releases All-Killer writes...Quote:Nice work drofder, i was wondering when you finally releasing it and now its here. Im going to test it right away and i give you my comment about it. EDIT: oke i had a quick look and it is an absolut amazing map. You made it ... [more] |
11 | 5320 | Jan 18, 2007 07:02 pm by drofder2004 ![]() |
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[Release] mp_Pavlov Call of Duty 2 : CoD2 Map + Mod Releases Ran out of Edit time... Supported Gametypes: DM, TDM, CTF, HQ, CTF & SD Please also be advised that some mods will not set up the S&D spawns correctly, this is due to a flaw that was present in the stock code. A 'new' stock version is already presen... [more] |
11 | 5320 | Jan 18, 2007 06:57 pm by drofder2004 ![]() |
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[Release] mp_Pavlov Call of Duty 2 : CoD2 Map + Mod Releases MP_PAVLOV Download: Click Image above. The following is an extract from the readme.txt, please look inside the readme for addition info and a history on Pavlov's house and known issues. ========================= Details: =======================... [more] |
11 | 5320 | Jan 18, 2007 06:22 pm by drofder2004 ![]() |
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Moving Triggers? Call of Duty : CoD Mapping For some reason I am subsribed to this thread still, so got an email about it. It is easy to move a trigger now as a developer gave us code over at IWN a while back to do so. Its probably found somewhere on these forums, but here it is just for this th... [more] |
31 | 1690 | Dec 13, 2006 06:09 pm by drofder2004 ![]() |
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Alternative to "waittill" Call of Duty : CoD Mapping Thanks for the input all, but I solved it by running multiple threads and then just shutting them down using "self endon ("finish");" and "self notify ("finish");" Thanks again :)... [more] |
13 | 1389 | Mar 27, 2006 06:33 pm by drofder2004 ![]() |
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Alternative to "waittill" Call of Duty : CoD Mapping [FR]Sparks writes...Quote:There's two utility functions: Code:waittill_multiple (string1, string2, string3, string4, string5) Causes an entity to wait for multiple notifies to occur before progressing. waittill_any (string1, string2, string3, string4... [more] |
13 | 1389 | Mar 27, 2006 06:19 pm by drofder2004 ![]() |
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Alternative to "waittill" Call of Duty : CoD Mapping Ok, ive nearly got this working exactly how I want it. All I need to know is how to stop a thread running. For example... I have 4 threads that run on a single player. Each trigger waits until it is triggered/damaged 3 of the triggers are dumm... [more] |
13 | 1389 | Mar 27, 2006 06:09 pm by drofder2004 ![]() |
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Alternative to "waittill" Call of Duty : CoD Mapping The_Caretaker writes...Quote:No.. the only way for that is the waittill command, for as far as I know. Damn, thought that would be the case. I will just have to write multiple threads. Thanks anyways :)... [more] |
13 | 1389 | Mar 27, 2006 05:34 pm by drofder2004 ![]() |
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Alternative to "waittill" Call of Duty : CoD Mapping The_Caretaker writes...Quote:Something along the lines of trigg = getentarray("whatevertargetname","targetname"); for (j=0;j > trigg.size, j++) { if (trigg.classname == trigger_damage) { //this is a damage trigger. } } might work.... [more] |
13 | 1389 | Mar 27, 2006 05:25 pm by drofder2004 ![]() |
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Alternative to "waittill" Call of Duty : CoD Mapping Yorkshire-Rifles writes...Quote:I was wondering why you didn't want to use the waittill arguement? I dont want to use it, because I want to detect damage to more than 1 trigger. You can only apply a waittill to a single trigger at a time. ... [more] |
13 | 1389 | Mar 27, 2006 05:24 pm by drofder2004 ![]() |
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Alternative to "waittill" Call of Duty : CoD Mapping Hi. I'm looking for a way to detect which trigger was hit preferably without using the "waittill" command. Is there a way to use an if statement when using triggers, for example... if(trigger = damage)? Thanks for any help/suggestions Drofder... [more] |
13 | 1389 | Mar 27, 2006 02:50 pm by drofder2004 ![]() |
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What happened? Call of Duty : CoD Mapping The above post is how to do it but not how to solve the missing menu problems. These problems usually indicate a mod in your Main directory. remove ALL mods from your Main directory before mapping, it will save problems later. :)... [more] |
5 | 1768 | Oct 25, 2005 03:15 am by drofder2004 ![]() |
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Moving Triggers? Call of Duty : CoD Mapping StrYdeR writes...Quote:from the scripting tutorial Quote:movegravity ( < vector >, < time >) Moves according to a during < time > seconds (complying with the rules of physics). The force of launching depends on the length of the vector. Example: ... [more] |
31 | 1690 | Sep 1, 2005 06:16 pm by drofder2004 ![]() |
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hoo to make CoDUO open webpages Call of Duty : CoDUO Mapping I took a quick look at the ui_mp menu for the auto update, and the auto update is opened by this command alone "getautoupdate". So, I'm guessing it is a built in command.... [more] |
9 | 1403 | Aug 31, 2005 10:10 pm by drofder2004 ![]() |
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one screwed up map Call of Duty : CoD Mapping http://www.modsonline.com/Downloads-full-1082.html UJse the worldspawn editor. Makes life so much easier.... [more] |
4 | 1460 | Aug 31, 2005 09:59 pm by drofder2004 ![]() |
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Same old map Call of Duty : CoD Mapping Post a compile log.... [more] |
8 | 1232 | Aug 31, 2005 09:56 pm by drofder2004 ![]() |
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Moving Triggers? Call of Duty : CoD Mapping I havent got far enough in to coding/scripting, so your coding seems a bit ahead of me (hard to udnerstand)... but at least you got my way working ;) And btw, after your "user suicide()", add a "wait 1". This is becuaase sometimes the killzone will kee... [more] |
31 | 1690 | Aug 31, 2005 03:45 pm by drofder2004 ![]() |
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A few Questions?! Call of Duty : CoDUO Mapping http://www.modsonline.com/Tutorials-read-121.html Thats for the scripting... Unsure of how to help with textures.... [more] |
7 | 1357 | Aug 31, 2005 01:24 am by drofder2004 ![]() |
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A few Questions?! Call of Duty : CoDUO Mapping 1. A quick glance at Brents tut, I believe that is for single player. There is scripting in mp, but not many maps use it as it is not needed. 2. Are your texture dimensions a power of 2? e.g 512x512 or 1024x1024? If they are not, make them... 3. I ... [more] |
7 | 1357 | Aug 31, 2005 01:05 am by drofder2004 ![]() |
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How convert format bsp to map???? Call of Duty : CoD+UO General StrYdeR writes...Quote:lol - 7 this month and making a sticky doesnt work - as that route has been tried maybe add it to the modsonline banner.... "Modsonline.com - ps. BSP to Map = Impossible" :P... [more] |
24 | 1606 | Aug 31, 2005 12:57 am by drofder2004 ![]() |
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No Textures Call of Duty : CoDUO Mapping do you have a mod in your main folder? Usually that can screw up radiant. Delete all mods before mapping...... [more] |
8 | 1087 | Aug 31, 2005 12:52 am by drofder2004 ![]() |
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360 degree of fire for mg Call of Duty : CoDUO Mapping .map file of basically what amr12391 posted Download - Here... [more] |
4 | 1402 | Aug 31, 2005 12:49 am by drofder2004 ![]() |
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It's over for me :( Call of Duty : CoDUO Mapping 5. A skybox is what makes the sky seem realistic in your map. They can be tricky to make at first. This is the process... - Make 6 brushes in the shape of a cube (cuboid? :P) - Each brush will then need its corners set at a 45 degree angle (mitr join... [more] |
34 | 1139 | Aug 31, 2005 12:36 am by drofder2004 ![]() |
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