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GrenadesCall of Duty 4 : CoD4 ScriptingConverted to memory :P I did not know of this function since I do not map
for CoD4. I have found there are more useful functions avaliable than there
were CoD2. Thanks for the find BraX!... [ more] |
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Mar 16, 2010 09:11 am by playername |
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GrenadesCall of Duty 4 : CoD4 ScriptingSamuel, I am sorry to say this, but I do believe all of the gernade code is
handled through the engine itself. I have never seen anything in script
about grenades before (other than giving them in loadouts and stuff like
that). The only way would be to m... [ more] |
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Mar 15, 2010 09:22 am by playername |
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Localized Strings - how do they work?Call of Duty 2 : CoD2 GeneralI do believe you have to have different versions of an *.iwd file. I say
this because if you look at any "main" folder, you have files named
"localized_[language]_iw*.iwd" which has the localized strings and sounds
for that language. However, I am not ful... [ more] |
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Mar 11, 2010 08:49 am by playername |
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Does exploder script work on prefabsCall of Duty 2 : CoD2 MP MappingIn your main() function, add this before your level._effect definitions.
maps\mp\_load::main();... [ more] |
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Mar 5, 2010 09:11 am by playername |
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Gerrrrrr new prob zombies stop spawningCall of Duty: World at War : CoDWW Zombie/Co-Op MappingJust an idea, does the spawners have a key and value of:
count 9999
Make sure count is set to four 9s.... [ more] |
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Mar 2, 2010 09:11 am by playername |
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ScriptSearch AFKCall of Duty 2 : CoD2 ScriptingHmm, does it drift? I have never noticed any spectator camera drift before.
Makes me curious. I think I might just constantly print the origin of a
spectator camera to be sure, but as long as it isn't getting input from the
client/player, it's origin shou... [ more] |
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Mar 1, 2010 09:07 am by playername |
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moving brushes errorCall of Duty 2 : CoD2 MP MappingHello mk3y20 and welcome to MODSonline!
There are a few things that needs to be fixed.
First, you can get rid of the function "start()" If you are trying to get
it to loop multiple times, just call "move()" at the bottom of the actual
function to loop... [ more] |
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Mar 1, 2010 08:58 am by playername |
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ScriptSearch AFKCall of Duty 2 : CoD2 ScriptingHi Hyper,
There is a way. I guess the simpliest would be to see if the player's
origin is changing. If the origin is the same, then he must be AFK.
Code:checkInactivePayer()
{
// If they disconnect or die, we need to end the loop.
self endon("dis... [ more] |
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Feb 26, 2010 10:34 am by playername |
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allies dyingCall of Duty 4 : CoD4 SP MappingFor the first part, you are going to have to to have a checker that checks
for the amount of allies alive. Here is a quick example.
Code:main()
{
// What I am going to do here is:
// 1. Setup our objective
// 2. watch for dead AI and end the mis... [ more] |
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Feb 24, 2010 10:52 pm by playername |
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Search & Destroy IssuesCall of Duty : CoD MappingThe error you are getting is due to a script runtime error. What is
happening is the script that was running found a place where a loop could
potentially run forever freezing the game. However, if you do like techno
said, you should get just a little more... [ more] |
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Feb 22, 2010 11:59 pm by playername |
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cod2 server anticrashCall of Duty 2 : CoD2 GeneralYou could modify every gametype so that the name mode is the manual_change
(like it is for Search and Destroy).
In every gametype script, there is the function, setClientNameMode. This
can either be "manual_change" or "auto_change".
Manual change me... [ more] |
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Feb 20, 2010 06:07 pm by playername |
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Calculator?Call of Duty 2 : CoD2 ScriptingJust replace the if part with this.
Code:if(isDefined(inc) && inc == true)
level.sum += 10;
else
level.sum -= 10;
... [ more] |
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Dec 22, 2009 11:00 am by playername |
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Calculator?Call of Duty 2 : CoD2 ScriptingHello Zelzahim!
In order for "sum" to increase, you need to add somewhere the addition
operator to tell "sum" to increase:
sum++; OR sum += 1; OR sum = sum+1;
As for having two triggers to do this, try this script (untested)! I used
two trigger_uses ... [ more] |
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Dec 22, 2009 10:39 am by playername |
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Play Music at start of map requestCall of Duty 2 : CoD2 MP MappingIt depends exactly how you want to do it. Do you want it to play when the
client connects so that they only hear it? If so, try something like this
(Not tested).
Code:main()
{
thread onClientConnect();
}
onClientConnected()
{
while(1)
{
... [ more] |
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Dec 2, 2009 09:13 am by playername |
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How to resize a model?Call of Duty 4 : CoD4 MP MappingIn Radiant, you can set a key/value on a misc_model.
Key: model_scale
Value: [scale #]
A scale of 2 is 2 times bigger than the orginal, 3 is 3 times, etc.... [ more] |
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Nov 24, 2009 08:52 am by playername |
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What is wrong with this .gsc??!Call of Duty 2 : CoD2 SP MappingDemonSeed hit it right on the nail. setTurretTargetEnt() uses an entity
directly. If you wanted to do it the other way, you would have to do it
like this:
setTurretTargetEnt(getEnt("tank_shoot", "targetname"));... [ more] |
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Nov 24, 2009 08:42 am by playername |
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pitch black roomsCall of Duty 2 : CoD2 MP MappingWorldspawn settings are set for the WHOLE world! Meaning the light settings
will be applyed to every brush that isn't a script_brushmodel (all entites
with a classname other than worldspawn will not have them). Worldspawn
settings are used to set a global... [ more] |
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Nov 23, 2009 09:09 am by playername |
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Rcon login in quickmenuCall of Duty 2 : CoD2 ScriptingFrom looking at Demon's code, you would have them all in one Cvar. You
could separate the GUIDs by anything: space, comma, semicolon, etc.... [ more] |
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Nov 23, 2009 08:56 am by playername |
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Left 4 Dead 2. Your thoughts?General Gaming Topics : General GamingI will have to say, I like it better than the first. I think it might be
the campains that run right into one another or the new weapons. Also, I
like some of the new SI. I have yet to play Vs. or survival, but am looking
forward to! However, I still thin... [ more] |
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Nov 20, 2009 08:40 am by playername |
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How does the pointfile work, and how to fix itCall of Duty 4 : CoD4 SP MappingLike he said earlier, if you have portals in your map, it could just be a
portal. Also, paste your compile log if you can. Check all portals and all
sky box joints to make sure they are not leaking without your knowledge.
If you still keep getting the ... [ more] |
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Nov 19, 2009 11:39 am by playername |
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CoD To Get new developer.General Gaming Topics : General GamingPersonally I believe that Treyarch has treated us better than IW at the
momment. Yes, there were many issues with the game at first, but they still
supported us and kept fixing those issues. They kept coming out with
patches including map-packs that would... [ more] |
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Nov 19, 2009 08:43 am by playername |
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Cant wait anymore...Call of Duty 2 : CoD2 SP MappingYeah, sorry Ivan... I don't know what is with me today. I did forget a
semicolon after vehicle = level.vehicle;.... [ more] |
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Nov 15, 2009 01:36 pm by playername |
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Cant wait anymore...Call of Duty 2 : CoD2 SP MappingPossibly. As I said before, make sure that the "tank" is linked to the
"start_node". I also found a few errors in my code...
NOTE: I did fix getentarray :P
Code:#include maps\_utility;
main()
{
setExpFog(0.00015, 0.15, 0.14, 0.13, 0);
setCullD... [ more] |
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Nov 15, 2009 01:11 pm by playername |
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Cant wait anymore...Call of Duty 2 : CoD2 SP MappingYes you can! Just find the proper "init" function for it, like you did with
this:
maps\_tiger::main("xmodel/vehicle_tiger_woodland_brush");
The moving / path connecting part of the vehicles are all global!... [ more] |
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Nov 15, 2009 01:02 pm by playername |
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Cant wait anymore...Call of Duty 2 : CoD2 SP MappingAlright, so we are going to try this. Assuming that each "tank" is targeted
to their start node, this should work. What I mean by that is, there should
be a "line" in Radiant that connects the "tank" to the "start_node". If
their isn't, select the tank, t... [ more] |
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Nov 15, 2009 12:22 pm by playername |