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water ... please !! Call of Duty 4 : CoD4 MP Mapping After you put in the water brush, you need to place a reflection probe above the water, and compile reflections.... [more] |
17 | 1615 | Mar 24, 2008 07:49 pm by (VM)Monkey ![]() |
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tunnels now working !! :( Call of Duty 4 : CoD4 MP Mapping Also, make sure that your grass texture isn't a blend/alpha texture.... [more] |
8 | 1498 | Jan 23, 2008 06:16 pm by (VM)Monkey ![]() |
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backlot map loading instead of the compiled map Call of Duty 4 : CoD4 MP Mapping Shimi writes...Quote:after backlot loads type /set sv_mapRotation "" in console and then try to load your map again with /devmap command. When there is an error the server automatically switches to map rotation, but when there isn't any map rotation, then... [more] |
7 | 1294 | Jan 22, 2008 07:50 pm by (VM)Monkey ![]() |
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Multiple Floor Elevator Script Call of Duty 2 : CoD2 MP Mapping Sorry for digging up this old thread, but I noticed somebody else linked to it, so I needed to post an update. This script may work best for SP only (I can't verify that though). With the three elevators I had running, and an otherwise average scripted... [more] |
6 | 1769 | Nov 23, 2007 08:01 pm by (VM)Monkey ![]() |
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Complex Elavator . . . Call of Duty : CoD Mapping The last two numbers on the move/rotate commands are the amount of time it takes to get up to speed, and to slow down. So a movez(136, 4, 1, 1); would take 1 second to get up to speed, travel 2 seconds at full speed, and take another second to slow ... [more] |
17 | 860 | Nov 23, 2007 07:58 pm by (VM)Monkey ![]() |
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help with defining variable Call of Duty 2 : CoD2 Scripting Sorry it took so long to respond. The best way I can explain it is to consider the brackets ({ and }) as a sort of box. Anything between { and } is inside that box. The if, else, while, for, etc statements only run the next command. Think of them as... [more] |
8 | 1178 | Nov 17, 2007 06:26 am by (VM)Monkey ![]() |
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help with defining variable Call of Duty 2 : CoD2 Scripting I just tried this and it worked: Code: main() { trigs = getentarray("shoot_trig", "targetname"); for(i=0;i... [more] |
8 | 1178 | Nov 15, 2007 04:20 pm by (VM)Monkey ![]() |
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help with defining variable Call of Duty 2 : CoD2 Scripting If you type /developer 1 in the console before you run your map, and then bring up the full console (shift+~), where it tells you that you have an uninitialized variable, it should show you the line it's from and put an asterisk underneath the variable th... [more] |
8 | 1178 | Nov 15, 2007 04:09 pm by (VM)Monkey ![]() |
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help with defining variable Call of Duty 2 : CoD2 Scripting The unitiliazed variable is cybershot. What you're trying to do is compare it to a string, in which case it should be if (player.name == "cybershot") As far as the return true; part, that depends on what you're trying to do. for any if statement... [more] |
8 | 1178 | Nov 15, 2007 08:45 am by (VM)Monkey ![]() |
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script for elevator with 2 switches Call of Duty 2 : CoD2 Scripting The problem in the script is that you have to activate elevatorswitch before you enter the if/else. The waittill for the elevatorswitch2 is in the else part. So right now, if the level.counter_num does not equal one, you have to press elevatorswitch befor... [more] |
5 | 1549 | Oct 29, 2007 07:38 pm by (VM)Monkey ![]() |
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movex-problem Call of Duty 2 : CoD2 Scripting If I remember exactly, rotateyaw rotates around the Z axis, rotateroll rotates around the Y axis, and rotatepitch rotates around the X axis. If you do not have an origin brush as part of your script brushmodel, it considers the origin to be (0,0,0), so... [more] |
16 | 1394 | Oct 10, 2007 06:19 am by (VM)Monkey ![]() |
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Is it possible to overscript a map? Call of Duty 2 : CoD2 Scripting This all was with no effects running. One guy was hiding, nothing was being run or moving, I threw a grenade, got the animation, but no grenade spawned. And I'm not an idiot script-kiddie, 94sniper. I know the script works. I've tested it non-stop for ... [more] |
11 | 1142 | Oct 5, 2007 08:30 pm by (VM)Monkey ![]() |
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Is it possible to overscript a map? Call of Duty 2 : CoD2 Scripting For the past several months, I've been working on my personal masterpiece. I've tried to make it more dynamic than your average map. There are 5 elevators, 3 of which are the multi-floor modern elevators that I've posted about before. There's a controllab... [more] |
11 | 1142 | Oct 5, 2007 07:31 pm by (VM)Monkey ![]() |
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Looping music doesn't loop Call of Duty 2 : CoD2 Scripting Thanks OLD_MAN. The .wav file works perfectly. I just left it on "voice" because I tested every possible entry there. The problem with "local", and I think "auto" too, is you hear it throughout the map, no matter where you are, which is not what I was ... [more] |
7 | 1121 | Oct 2, 2007 07:51 pm by (VM)Monkey ![]() |
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Looping music doesn't loop Call of Duty 2 : CoD2 Scripting Ok, the search function doesn't seem to be working for me, so I'm sorry if this is covered elsewhere. In my elevators, I want some annoying elevator music to play. On the ceiling of my elevator cab, I have a bunker light model. The model was then link... [more] |
7 | 1121 | Sep 30, 2007 08:40 pm by (VM)Monkey ![]() |
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mp triggers help Call of Duty 2 : CoD2 Scripting Ahh. I see. I was just coding it as a one shot thing, just to give you an idea. I was tempted to do it the other way, but I wasn't sure if that was what you wanted. This might work better for you. Code: firsttrigger() { trig = getent("first... [more] |
7 | 1487 | Sep 18, 2007 07:40 pm by (VM)Monkey ![]() |
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mp triggers help Call of Duty 2 : CoD2 Scripting in your main(): Code: level.second_activated = false; thread firsttrigger(); thread secondtrigger(); then: Code: firsttrigger() { trig = getent("firsttriggername", "targetname"); trig waittill("trigger", player); if... [more] |
7 | 1487 | Sep 18, 2007 06:28 pm by (VM)Monkey ![]() |
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elevator with doors trigger questions Call of Duty 2 : CoD2 MP Mapping This part: Code: level.liftmoving = false; level.direction = 553; thread lift(); trig = getentarray("verzoektrigger", "targetname"); for (i=0; i ... [more] |
39 | 1546 | Sep 13, 2007 07:13 pm by (VM)Monkey ![]() |
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elevator with doors trigger questions Call of Duty 2 : CoD2 MP Mapping Not sure exactly what you mean. Can you post your .gsc?... [more] |
39 | 1546 | Sep 13, 2007 05:29 pm by (VM)Monkey ![]() |
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elevator with doors trigger questions Call of Duty 2 : CoD2 MP Mapping Glad you got it working. You can use the same targetname for more than one entity, but you have to use getentarray() and usually a for() loop. Good luck with the outside doors, I'm sure you'll get it. The hard part will be making sure that the door... [more] |
39 | 1546 | Sep 13, 2007 04:41 pm by (VM)Monkey ![]() |
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elevator with doors trigger questions Call of Duty 2 : CoD2 MP Mapping Macklebee beat me to it. As far as the verzoek trigger, I guess I really need to ask how you have it set up. On mine, there are buttons outside the elevator that call the elevator to the floor, so those are stationary, and you will need one on each flo... [more] |
39 | 1546 | Sep 13, 2007 02:43 pm by (VM)Monkey ![]() |
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elevator with doors trigger questions Call of Duty 2 : CoD2 MP Mapping I've found the easiest way to code is to keep it as simple as possible. Try something like this: Code: main() { maps\mp\_load::main(); // setExpFog(0.0001, 0.55, 0.6, 0.55, 0); setCullFog(0, 10000, 0.55, 0.6, 0.55, 0); game["allies... [more] |
39 | 1546 | Sep 13, 2007 06:24 am by (VM)Monkey ![]() |
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elevator with doors trigger questions Call of Duty 2 : CoD2 MP Mapping As far as the first question, I have no idea. My triggers have been doing that for a while, and I haven't figured out why. For the second question, yes, you will need another trigger to call the elevator to the floor you are at. You should be able to j... [more] |
39 | 1546 | Sep 12, 2007 08:29 pm by (VM)Monkey ![]() |
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elevator with doors trigger questions Call of Duty 2 : CoD2 MP Mapping Sorry, I sent you a whole huge message on youtube, since I can't access ModsOnline from work. To get the trigger to move with the elevator, after your "getent" statements, add the following: Code: trig enableLinkTo(); trig linkTo(lift); That ... [more] |
39 | 1546 | Sep 12, 2007 06:34 pm by (VM)Monkey ![]() |
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elevator with doors trigger questions Call of Duty 2 : CoD2 MP Mapping Doh! Sorry, I was rushing to get ready for work and missed that. Code: lift= ("lift", "targetname"); deurrechts= ("dr", "targetname"); deurlinks= ("dl", "targetname"); trig= ("triggerlift", "targetname"); should be Cod... [more] |
39 | 1546 | Sep 11, 2007 08:23 pm by (VM)Monkey ![]() |
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