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Modding multi languageCall of Duty 4 : CoD4 Generalyou may try different language parameters in the linker call:
linker_pc.exe -language german -compress -cleanup mod
btw. i tried LANG_FOOBAR in a str file some time ago and it appeared like
it doesn't matter what you put there (LANG_ENGLISH, LANG_GERM... [ more] |
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Mar 6, 2010 05:30 am by Sevenz |
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Cod4 Javelin to MPCall of Duty 4 : CoD4 Generalkill3r has really cool lock-on rockets, but idk if there are lag spikes
caused by his tracking script. any server admins running k3 mod?... [ more] |
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Feb 5, 2010 07:49 am by Sevenz |
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Scroll signCall of Duty 4 : CoD4 MP Mapping.KiLL3R. writes...Quote:You can't have wait 0.01, the smallest wait you can
use is 0.05, its to do with the sv_fps
sv_fps is 20 by default, so 20 server frames per second, therefore the
minimum waiting period is 1/20 = 0.05 (waits one server frame)... [ more] |
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Jan 7, 2010 09:56 pm by Sevenz |
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Put Objects Into Layers?Call of Duty 4 : CoD4 MP MappingHit L to bring up the Layer window
Right-click on 000_Global, Create new layer
Type in a name, OK
Right-click on your new layer, Set as active layer
Shift-select all entities you wanna add to the layer
Now either right-click in 2d view, Lay... [ more] |
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Jan 6, 2010 02:35 pm by Sevenz |
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Crosshair in thirdperson & xmodel collisionCall of Duty 2 : CoD2 Scriptingpossible, but you'll need as many collision script_brushmodels as players /
dead bodies are on the map... [ more] |
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Jan 5, 2010 11:06 am by Sevenz |
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Maya exporterGeneral Gaming Topics : General Modelingin case Maya complains about MLL version: it's possible to hack the script
to make it look like written for a different version...... [ more] |
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Jan 3, 2010 09:31 pm by Sevenz |
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Light problems/questionsCall of Duty 4 : CoD4 MP MappingQuote:My best guess is that entities don't block the light during the
lightmap creation.
Ya, i heard that before. You may try to place a shadow brush, but turn it
into script_brushmodel to (re)move it via script to make dynamic light work
again in the ho... [ more] |
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Jan 3, 2010 09:30 pm by Sevenz |
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Maya exporterGeneral Gaming Topics : General Modelingdoes it say "Successfully..." in maya console after export or is the menu
not even visible?
if it says successful... then you should have a closer look at the console
and find out the export path. there's a bug causing weird export paths and
names.
... [ more] |
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Jan 2, 2010 11:30 am by Sevenz |
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how do i add a new quick sayCall of Duty 4 : CoD4 Scriptingit's menu modding / scripting:
Call of Duty 5: Menu Modding Basics... [ more] |
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Jan 2, 2010 11:26 am by Sevenz |
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Editing the weapons fileCall of Duty: World at War : CoDWW GeneralZoom FOV
Field of view when in ADS.
Zoom In Frac
Fraction of the hipfire-to-ADS transition time over which the FOV zoom-in
effect happens.
Zoom Out Frac
Fraction of the ADS-to-hipfire transition time over which the FOV zoom-out
effect happens.
... [ more] |
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Jan 2, 2010 11:24 am by Sevenz |
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Editing the weapons fileCall of Duty: World at War : CoDWW GeneralFrom bulletweapon.gdf:
Target Folder
Select platform-gametype this weapon will be used in.
Display Name
Localization alias for weapon name displayed on HUD in game.
Mode Name
Localization alias for selective fire mode text displayed on HUD in ... [ more] |
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Jan 2, 2010 11:23 am by Sevenz |
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Drawing issues lodScaleRigidCall of Duty 4 : CoD4 MP Mappingif you don't mind slower framerates you can hex-edit the models. you need
to increasing the LOD distances to make them stay visible... [ more] |
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Jan 2, 2010 11:14 am by Sevenz |
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measuring brushsCall of Duty: World at War : CoDWW MP Mapping- Deselect everything (hit escape)
- Hold Shift
- Click on the brush you want to measure (left mouse button)
- The values will show up below and on the right of the selected
brush/patch
the number keys (not numpad!) change the grid size, 0 toggles... [ more] |
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Dec 28, 2009 07:32 pm by Sevenz |
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Flying in MP like spectatorCall of Duty 2 : CoD2 Scriptingoh good, my last idea was placing the player tag -1000 units below (so it
won't be visible 'cause it would be under the map) ^^... [ more] |
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Dec 28, 2009 01:16 pm by Sevenz |
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Exporting Maps to MayaCall of Duty 4 : CoD4 MP Mappingi can't test what happens if one removes the portal lumps from bsp without
writing a lump splitter and re-joiner hm... but it sounds like the easiest
solution (if it really works without crashes), way easier than to dissamble
the executable and deactivate... [ more] |
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Dec 27, 2009 10:27 pm by Sevenz |
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two rather, simple, questions.Call of Duty 2 : CoD2 Scriptingaltered burn and burnDmg functions:
Code:burn(printMsg)
{
if (!isPlayer(self) && !isAlive(self))
return;
// if (!isDefined(noMsg))
// self thread printMsg("burn", &"ADMIN_BURN");
if(printMsg) self iprintlnbold("You are being Burned by the... [ more] |
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Dec 27, 2009 09:23 pm by Sevenz |
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two rather, simple, questions.Call of Duty 2 : CoD2 Scriptingnevermind, feel free to ask more question about 2. if you're unsure... [ more] |
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Dec 27, 2009 08:10 pm by Sevenz |
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Execute an action when you kill a certain enemyCall of Duty 4 : CoD4 SP Mappingcreate an empty array and fill it with entities, here is an example:
Code:guys = [];
guys[0] = getent("guy1", "targetname");
guys[1] = getent("guy2", "targetname");
// make sure both getent-calls succeeded
assertex( (isdefined(guys[0]) && isdefin... [ more] |
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Dec 27, 2009 05:33 pm by Sevenz |
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two rather, simple, questions.Call of Duty 2 : CoD2 Scripting1. in each gametype script (e.g. maps\mp\gametypes\tdm.gsc) you find the
connect and disconnect callback functions:
Code:Callback_PlayerConnect()
{
// ...
if(!level.splitscreen)
iprintln(&"MP_CONNECTED", self);
change iprintln to iprintlnbo... [ more] |
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Dec 27, 2009 05:14 pm by Sevenz |
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Flying in MP like spectatorCall of Duty 2 : CoD2 Scriptinghidepart maybe?
so basically hide what is connected to the plane's player tag (might be
different than tag_player):
plane hidepart("tag_player");
not sure if that works, you may have to pass the player's model name as
second argument to hidepart
... [ more] |
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Dec 27, 2009 04:26 pm by Sevenz |
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Execute an action when you kill a certain enemyCall of Duty 4 : CoD4 SP Mappingi forgot to mention:
this will wait until the player kills two random enemies
waittill_dead_or_dying( getaiarray( "axis" ), 2 );
if you want to wait until the player kills two specific enemies, you'd have
to pass an entity-array (containing the two... [ more] |
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Dec 27, 2009 03:35 pm by Sevenz |
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missing jet iwiCall of Duty 4 : CoD4 SP Mappingmight be renamed, but more likely missing (i guess someone excluded it for
retail version 'cause it wasn't used anywhere in the stock game)... [ more] |
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Dec 27, 2009 01:49 am by Sevenz |
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Execute an action when you kill a certain enemyCall of Duty 4 : CoD4 SP Mappingyou can make use of the _utility.gsc function waittill_dead_or_dying (or
waittill_dead respectively) and combine it with getaiarray:
waittill_dead_or_dying( getaiarray( "axis" ), 2 );
// code to move ally AI to node here
Code: /*
=============
... [ more] |
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Dec 27, 2009 01:47 am by Sevenz |
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need help by sparkCall of Duty 2 : CoD2 Scriptingyou need to put the .efx in an zip-compressed archive and rename the
extension .iwd
lightsparks_fx.iwd\fx\props\light_sparks.efx
place the iwd in \main (or in a new folder in the root directory and use
+set fs_game newFolderName)
but i get an e... [ more] |
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Dec 26, 2009 04:24 am by Sevenz |
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Want to LEARN cod scripting!Call of Duty 4 : CoD4 Scriptingfirst learn the basics ;)
Call of Duty 4: Introduction... [ more] |
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Dec 23, 2009 08:20 pm by Sevenz |