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Anarchic-x Base Assault open beta Call of Duty: World at War : CoDWW Offsite Links Hello All ! First i want to say thank you for all your feedback here and i m happy to see so many people enjoying this mod. I answered here because i have to clarify some things about us, the mod & the team. I want to say thanks to cornrow wallace who ... [more] |
26 | 3902 | Feb 22, 2010 08:49 pm by RollinHard ![]() |
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Radiant Font issue? Call of Duty: World at War : CoDWW MP Mapping sounds off topic..but did you installed or uninstalled "left 4 dead" last days?... [more] |
5 | 1158 | Sep 29, 2009 08:54 pm by RollinHard ![]() |
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how to make an actor execute an anim Call of Duty 4 : CoD4 SP Mapping -you have to define the needed "generic" animations in your mymap_anim.gsc...look at page 1 of this topic ... [more] |
21 | 1487 | Mar 5, 2009 08:16 am by RollinHard ![]() |
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how to make an actor execute an anim Call of Duty 4 : CoD4 SP Mapping -you have to connect your actor to the first node of the path -in your _anim.gsc you named the first thread "anim_main" and not only "main" like you defined...so in your main gsc you would need: maps\escape_anim::anim_main();... [more] |
21 | 1487 | Mar 4, 2009 04:21 pm by RollinHard ![]() |
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how to make an actor execute an anim Call of Duty 4 : CoD4 SP Mapping its probably because you defined the "script_patroller/1" Key/Value on the actor in a kind... if this key/value is set to true(1) the _spawner.gsc activated the _patrol.gsc... the _patrol.gsc have a function called "self set_generic_run_anim( walkanim,tr... [more] |
21 | 1487 | Feb 3, 2009 03:18 pm by RollinHard ![]() |
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compiling errors Call of Duty: World at War : CoDWW MP Mapping Ok..understand...thanks for the info sparks. But why i cant setup other teams? I see a russian spawn logo but the team-selection & scoreboard are still in us vs jap. In a kind this reminds me on the buggy modwarfare _teams.gsc from cod4... [more] |
35 | 3414 | Nov 22, 2008 11:58 am by RollinHard ![]() |
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compiling errors Call of Duty: World at War : CoDWW MP Mapping Does anyone got other factions to work? e.g. ru vs ger...It seems the game ignore my ".gsc / .csc / .csv" assets & settings. It always load up the default teams us vs jap & the us viewhands model which causes an error. Tried to load the mptypes + characte... [more] |
35 | 3414 | Nov 22, 2008 11:12 am by RollinHard ![]() |
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Undefind is not an field object Call of Duty 4 : CoD4 SP Mapping Ok...to brief your plan The player hit a trigger and the obj is displayed...after the ai is killed the obj is completed. Forget the trigger_damage for a second.. I assume the mggardentrigger is your point to show the obj? Try it in this way: add thes... [more] |
14 | 1845 | Sep 29, 2008 02:35 pm by RollinHard ![]() |
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Undefind is not an field object Call of Duty 4 : CoD4 SP Mapping two questions for this one... 1 What exactly do the trigger_damage? the trigger destroy something? Because normally its used to link this trigger to a script_model or a script_brushmodel or some script_exploder key/values are added to the trigger 2 ... [more] |
14 | 1845 | Sep 27, 2008 05:30 pm by RollinHard ![]() |
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vehicle ai problem Call of Duty 4 : CoD4 SP Mapping ok thanks for the help caretaker...i fixed it..the problem was the show_rigs() function i used in the main vehicle thread..i retraced this one to the _vehicle_aianim.gsc without this function it works fine... [more] |
3 | 1288 | Sep 3, 2008 10:59 am by RollinHard ![]() |
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vehicle ai problem Call of Duty 4 : CoD4 SP Mapping Ok this problem is a bit complex so i cant go into all details. Lets imagine a vehicle is connected to script_structs points for the path and i started scripting from a flag trigger. Also 2 spawners are assigned to this vehicle. The needed vehicle(model)... [more] |
3 | 1288 | Sep 1, 2008 11:07 am by RollinHard ![]() |
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SP Unarmed AI Call of Duty 4 : CoD4 Scripting i dont know if this will work for you because u dont explained the scene around zakhaev...so i would try it in this way with a trigger for the player and a node which play the zakhaev animation if zakhaev trigger this node...there are other ways but i thi... [more] |
8 | 1703 | Aug 8, 2008 09:55 pm by RollinHard ![]() |
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SP Unarmed AI Call of Duty 4 : CoD4 Scripting raymens writes...Quote: by using this: Code: #using_animtree( "civilian" ); zakhaev() { level.scr_animtree["zakhaev"] = #animtree; } ----------------------- self UseAnimTree( level.scr_animtree["zakhaev"] ); I m not sure but i think these a... [more] |
8 | 1703 | Aug 8, 2008 10:34 am by RollinHard ![]() |
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Patroller Problem Call of Duty 4 : CoD4 SP Mapping If you want to do it simple..build your path for your actor with simple pathnodes..the actor have to be connected to your start node(select the actor + the first node & press W) then connect the start node to the next node and so on... If the patroller u... [more] |
11 | 2990 | Aug 1, 2008 01:44 pm by RollinHard ![]() |
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Patroller Problem Call of Duty 4 : CoD4 SP Mapping If you using or calling the _patrol.gsc on your actor you dont need to set this key/value because the script will do it. you can use this key/value only with On & Off e.g. 1/0 so it have to be Key:script_patroller Value:1 In the cod2 tutorial sectio... [more] |
11 | 2990 | Aug 1, 2008 06:29 am by RollinHard ![]() |
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dog files Call of Duty 4 : CoD4 SP Mapping Ah thanks a lot for sharing NovemberDobby.... [more] |
21 | 3046 | Jul 27, 2008 04:57 pm by RollinHard ![]() |
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dog files Call of Duty 4 : CoD4 SP Mapping Does anyone have the dog_xxx.gsc's which are needed to include dogs? Some ff rips have the animscripts folder but not with the dog_xxx.gsc's...or can someone tell me in which xxx.ff they are stored? Info: animscripts/dog_combat.gsc animscripts/dog_de... [more] |
21 | 3046 | Jul 27, 2008 02:47 pm by RollinHard ![]() |
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ai nodes Call of Duty 4 : CoD4 SP Mapping thanks a lot rasta it works...i found a way and i just missed the idea to start the scripting from the player-ai-trigger...the trigger got a targetname now and i can handle the function on the ai-path via the script... [more] |
3 | 884 | Jul 10, 2008 03:37 pm by RollinHard ![]() |
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ai nodes Call of Duty 4 : CoD4 SP Mapping Which would be an easy way(scripted) to start a thread (sound,anim,whatever..) if my ai reached a certain node? info: - i hit my ai-trigger and my ai goes to the defined node - if the ai reached this node i want to play a sound for example or start a... [more] |
3 | 884 | Jul 10, 2008 02:24 pm by RollinHard ![]() |
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font question Call of Duty 4 : CoD4 Scripting Is there a way to change the "gametype" & "mapname" font on the map-loadscreen? i can change the the background-image color(default) or the loading bars via menufile...or change the mapname color via arena file..but i cant find the relating menu- or .gsc... [more] |
3 | 947 | Mar 31, 2008 05:24 pm by RollinHard ![]() |
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First true map for COD4, complete Call of Duty 4 : CoD4 MP Mapping hello amishthunder just two questions where do you place your soundaliases/mp_mymap.csv file for set up ambient & local sounds? i tried in root/soundaliases but no luck when i try to set up via gsc sas vs russian he still loading marines vs opfor w... [more] |
40 | 3014 | Jan 19, 2008 07:32 pm by RollinHard ![]() |
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different fog/sun values Call of Duty 2 : CoD2 Scripting thanks i will try it and understand your point maybe its better only for sp.. it was just because my map looks fine at dx9 but the same settings looks much brighter in dx7..would like to have the same light and fog design as in dx9 but ok... [more] |
13 | 1250 | Feb 14, 2007 07:41 pm by RollinHard ![]() |
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different fog/sun values Call of Duty 2 : CoD2 Scripting Is it possible that i can set another fog and sunlight only for dx7 in the main gsc or fx_gsc for MP? Dont know if it is correct but something like this from SP: Code:{ if (getcvar("r_rendererInUse") == "dx7") setCullFog (000, 3500, 1, 1, 1, 0.1); ... [more] |
13 | 1250 | Feb 13, 2007 07:09 pm by RollinHard ![]() |
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fx angles Call of Duty 2 : CoD2 Scripting Hello...just one question(MP) Ok i have an origin but... How can i set/change the angle of a single fx? For example: a fogbank on a hill..and i want to rotate the angle to 45 degrees...maybe the same way like the settings of the sundirection or hq ra... [more] |
2 | 1102 | Nov 25, 2006 02:07 pm by RollinHard ![]() |
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