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| Topic | Replies | Views | Last Post | |
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loading screen stretched outward Call of Duty 2 : CoD2 MP Mapping ur genius.... [more] |
6 | 1012 | Sep 6, 2006 07:37 pm by SladenZ ![]() |
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water prone Call of Duty 2 : CoD2 Scripting sry :| as i said my triggers go like... [__targetname toptrig__]______top of water [__targetname bottomtrig__] my .gsc Code:main() { maps\mp\_load::main(); thread maps\mp\drowning::main(); setExpFog(0.0001, 0.55, 0.6, 0.55, 0); // setC... [more] |
11 | 811 | Sep 6, 2006 01:56 am by SladenZ ![]() |
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water prone Call of Duty 2 : CoD2 Scripting any1?... [more] |
11 | 811 | Sep 6, 2006 12:11 am by SladenZ ![]() |
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loading screen stretched outward Call of Duty 2 : CoD2 MP Mapping it is... [more] |
6 | 1012 | Sep 5, 2006 09:07 pm by SladenZ ![]() |
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light grid Call of Duty 2 : CoD2 MP Mapping its not mp_bla :|... [more] |
5 | 612 | Sep 5, 2006 07:31 pm by SladenZ ![]() |
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light grid Call of Duty 2 : CoD2 MP Mapping any1?... [more] |
5 | 612 | Sep 5, 2006 06:38 pm by SladenZ ![]() |
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light grid Call of Duty 2 : CoD2 MP Mapping any1 knw how to do it for cod2? cus if i do this when i click start grid it starts cod2 sp. another q is after i colect the dots do i keep the .grid file in the map/mp folder then recompile?... [more] |
5 | 612 | Sep 5, 2006 04:14 pm by SladenZ ![]() |
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loading screen stretched outward Call of Duty 2 : CoD2 MP Mapping ^^ like it says, how do i make it so itsnot dumb. if u look at the normal maps when u load it up its normal, and in the make your own server its normal too. http://xs100.xs.to/xs100/06201/loadscreen_mp_powcamp.JPG how he did it was smoosh it in but.... [more] |
6 | 1012 | Sep 5, 2006 01:29 am by SladenZ ![]() |
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water prone Call of Duty 2 : CoD2 Scripting can u try it out?... [more] |
11 | 811 | Sep 4, 2006 09:06 pm by SladenZ ![]() |
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water prone Call of Duty 2 : CoD2 Scripting nothing, i g in and nothing. now, are my triggers set up right? edited on Sep. 4, 2006 05:01 pm by SladenZ... [more] |
11 | 811 | Sep 4, 2006 09:01 pm by SladenZ ![]() |
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water prone Call of Duty 2 : CoD2 Scripting anyone???... [more] |
11 | 811 | Sep 4, 2006 08:40 pm by SladenZ ![]() |
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water prone Call of Duty 2 : CoD2 Scripting w/ one trigger i got. Code:main() { thread maps\mp\_load::main(); thread start(); } start() { trig = getent("trig","targetname"); while(1) { trig waittill ("trigger",user); user check_stand(); } } check_stand() { tri... [more] |
11 | 811 | Sep 4, 2006 05:32 pm by SladenZ ![]() |
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water prone Call of Duty 2 : CoD2 Scripting you think this would work. Code:main() { thread maps\mp\_load::main(); thread start(); } start() { trig = getent("trig","targetname"); while(1) { trig waittill ("trigger",user); user check_stand(); } } check_stand() { trig = getent(... [more] |
11 | 811 | Sep 4, 2006 05:07 pm by SladenZ ![]() |
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water prone Call of Duty 2 : CoD2 Scripting now iv looked through this http://www.iwnation.com/Forums/index.php?showtopic=23135&st=0&p=228098& and it dont work for me. i gt the gsc's and this is how my trigers work. [__targetname toptrig__]______top of water [__targetname bottomtrig__] ... [more] |
11 | 811 | Sep 4, 2006 04:57 pm by SladenZ ![]() |
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map crashes server Call of Duty 2 : CoD2 MP Mapping the log says Code:******* script runtime error ******* type int is not a vector: (file 'maps/mp/_fx.gsc', line 189) looper = playLoopedFx( level._effect[fxId], ent.delay, ent.org, dist ); ... [more] |
5 | 637 | Sep 2, 2006 04:36 pm by SladenZ ![]() |
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map crashes server Call of Duty 2 : CoD2 MP Mapping no.... [more] |
5 | 637 | Sep 2, 2006 04:08 pm by SladenZ ![]() |
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map crashes server Call of Duty 2 : CoD2 MP Mapping it crashes my server but not if i run it on a listen server thing.... i know it has something t d w/ my fx.gsc Code:main() { precacheFX(); ambientFX(); level.scr_sound["flak88_explode"] = "flak88_explode"; } precacheFX() { level._eff... [more] |
5 | 637 | Sep 2, 2006 02:56 am by SladenZ ![]() |
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Breaking Point - A Call of Duty 2 tournament Call of Duty 2 : CoD2 General it is man!... [more] |
3 | 818 | Sep 1, 2006 10:00 pm by SladenZ ![]() |
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terrian patch q Call of Duty 2 : CoD2 MP Mapping ... [more] |
3 | 714 | Aug 19, 2006 02:07 am by SladenZ ![]() |
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terrian patch q Call of Duty 2 : CoD2 MP Mapping i know how to merge veriticies together but, im wondering if there is a way i can join to patches together makeing 1 a square patch?... [more] |
3 | 714 | Aug 19, 2006 02:00 am by SladenZ ![]() |
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30cal+mg42 Call of Duty 2 : CoD2 MP Mapping umm, how do i put a 30cal and mg42 in my map??... [more] |
3 | 1430 | Aug 14, 2006 04:52 pm by SladenZ ![]() |
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where'd they go? Call of Duty 2 : CoD2 MP Mapping i right click on the grid interface and nothing pops up sujestions?... [more] |
3 | 1003 | Aug 7, 2006 04:18 pm by SladenZ ![]() |
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HQ don't start Call of Duty 2 : CoD2 MP Mapping to test hq you need to have 2+ ppl in the server, so you have to host it.... [more] |
6 | 1174 | Jul 14, 2006 03:56 pm by SladenZ ![]() |
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walk through objects Call of Duty 2 : CoD2 MP Mapping much tnx.... [more] |
3 | 607 | Jul 12, 2006 06:55 pm by SladenZ ![]() |
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walk through objects Call of Duty 2 : CoD2 MP Mapping i have rubble w/ bunhces of wood sticking outa the ground, now, how do i make it so, you can walk through it so you dont get stuck?... [more] |
3 | 607 | Jul 12, 2006 06:16 pm by SladenZ ![]() |
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