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Latest Posts by RollinHard
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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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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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