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REAL Mirror effect Call of Duty 2 : CoD2 MP Mapping Well if you insist on reviving old topics, here's what Pedro replied when I sent him a PM regarding the mirror effect: Quote:Hey, From what I remember it isn't a mirror effect but appeared to be a bug with the map lighting as I didn't set it up prop... [more] |
11 | 2757 | Apr 10, 2013 10:00 am by Rezil ![]() |
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cant see the water Call of Duty 2 : CoD2 MP Mapping Press F to go to the filter menu, make sure everything is ticked. To see the water in game you need to texture it with an actual water texture, not just the water brush found in tools/water or tools/water_clip... [more] |
5 | 1784 | Jun 28, 2012 01:32 pm by Rezil ![]() |
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More values in one HUD Call of Duty 2 : CoD2 Scripting The HUD limit is around 32 minus the elements already set by the gametype. I tested displaying a simple white shader box in a loop and got to 27ish.... [more] |
6 | 2175 | Jun 22, 2012 02:02 pm by Rezil ![]() |
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Add sun flare Call of Duty 2 : CoD2 MP Mapping He means to set dynamic lights in your graphics options menu to 'high'.... [more] |
5 | 1757 | Jun 5, 2012 01:51 pm by Rezil ![]() |
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CoD2 Patch programmers recruit / bug's grouping Call of Duty 2 : CoD2 General explo32 writes...Quote:It would be nice if you could add some features from MP to SP like saving and reading from txt file, which is available only in MP although it would be very useful in SP. THIS! In general there should be more flexibility with u... [more] |
4 | 2789 | Jun 4, 2012 10:01 am by Rezil ![]() |
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Entity moving by itself Call of Duty 2 : CoD2 Scripting the moveDoor() function does that, don't make the loop wait for a trigger, simply open the door.... [more] |
7 | 1458 | May 11, 2012 02:09 pm by Rezil ![]() |
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Entity moving by itself Call of Duty 2 : CoD2 Scripting Code:main() { thread moveDoor(); thread triggerTwoEnts(); } moveDoor() { d = getent("door_entity","targetname"); while(1) { d rotateYaw(90, 1, 0.25, 0.25); wait 1.5; d rotateYaw(-90, 1, 0.25, 0.25); wait 1.5; } } triggerTw... [more] |
7 | 1458 | May 11, 2012 10:47 am by Rezil ![]() |
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change model origin Call of Duty 4 : CoD4 MP Mapping Short answer: No. Long answer: You can use the xmodel exporter utility to save the xmodel in a different format, open it in maya, set the origin to wherever you want the rotation point to be and recompile using the cod tools plugin for maya. So, imp... [more] |
5 | 1320 | Apr 19, 2012 10:51 am by Rezil ![]() |
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Script dont work Call of Duty 2 : CoD2 Scripting Quote: You also shouldn't be trying to print like this. That function doesn't have support to be called on a player in CoD2 AFAIK. iprintlnbold is supported in CoD2. An addon to the list of things wrong with this code is also Code:if(player.clientid... [more] |
7 | 2579 | Apr 18, 2012 12:46 pm by Rezil ![]() |
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Loop wait. Call of Duty 2 : CoD2 Scripting Code:buyexp() { self.czekaj = 1; while(1) { if(self attackButtonPressed()) { self iprintlnbold(self.czekaj); self.czekaj++; if(self.czekaj>3) self.czekaj = 1; } else if(self useButtonPressed()) self iprintlnbold("pu... [more] |
2 | 983 | Apr 2, 2012 12:43 pm by Rezil ![]() |
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Rotating brushes and models at same time... Call of Duty 4 : CoD4 MP Mapping Add this: Code:thread rotateSink(); inside the curly brackets of your main() function. Place the entire rotateSink() function outside of main(). Test.... [more] |
26 | 1848 | Mar 22, 2012 03:32 pm by Rezil ![]() |
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Rotating brushes and models at same time... Call of Duty 4 : CoD4 MP Mapping For purely testing purposes, you don't. If you did everything correctly the sink will be offset by a 45 degree angle.... [more] |
26 | 1848 | Mar 22, 2012 03:05 pm by Rezil ![]() |
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Rotating brushes and models at same time... Call of Duty 4 : CoD4 MP Mapping Name your brushmodels and script models that you want to move "sink_element". Code:main() { thread rotateSink(); } rotateSink { sinkElements = getEntArray( "sink_element", "targetname" ); if( isDefined( sinkElements ) ) for( i=0; i ... [more] |
26 | 1848 | Mar 22, 2012 12:48 pm by Rezil ![]() |
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Rotating brushes and models at same time... Call of Duty 4 : CoD4 MP Mapping HarryNutz writes...Quote:My head is spinning now, lol All i need is a simple method to move these pieces to allow access to the tunnel under it. It doesn't necessarily have to rotate. Use Tallys method and report back.... [more] |
26 | 1848 | Mar 22, 2012 12:30 pm by Rezil ![]() |
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Rotating brushes and models at same time... Call of Duty 4 : CoD4 MP Mapping I think I do understand what is being attempted and I agree with what you said. HarryNutz would like to rotate the sink(brushmodel+model) as one entity. The only way to rotate the sink as an individual entity(or rather, make it seem that it's one entity) ... [more] |
26 | 1848 | Mar 22, 2012 11:07 am by Rezil ![]() |
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fog banks Call of Duty 4 : CoD4 MP Mapping Code:mapsmp_fx::loopfx("smoke", (-430, -504, 100), 3); should probably be: Code:maps\mp\_fx::loopfx("smoke", (-430, -504, 100), 3);... [more] |
4 | 1623 | Mar 22, 2012 09:49 am by Rezil ![]() |
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Rotating brushes and models at same time... Call of Duty 4 : CoD4 MP Mapping Quote:That isn't true. You can redefine an origin for a script_model as many times as you like, without any problems. You can redefine an origin, but consequently you'd be moving that script_model to that origin. He wants to rotate the sink using the s... [more] |
26 | 1848 | Mar 22, 2012 09:37 am by Rezil ![]() |
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Rotating brushes and models at same time... Call of Duty 4 : CoD4 MP Mapping Give the script_brushmodels a different name than the script_models. The reason being that you cannot change the origin of your script_model but you can do that what a script_brushmodel. If you absolutely must rotate them, then you could use some high ... [more] |
26 | 1848 | Mar 22, 2012 08:26 am by Rezil ![]() |
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HELP :D controls suddenly acting weird in Radiant Call of Duty 4 : CoD4 MP Mapping There's a button in the toolbar that changes camera type movement(if you hover over the button, it gives a simmilar description). IIRC that button actually toggles between three states, not two. Keep pressing the button until your camera moves the way it ... [more] |
4 | 1438 | Mar 21, 2012 08:33 am by Rezil ![]() |
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Question about scripting Call of Duty 2 : CoD2 Scripting You do the same thing as you would with the announcer, just use a different channel for the suspense song. Check the docs for randomInt() and randomIntRange(, ) to randomly play either suspense song.... [more] |
15 | 931 | Mar 19, 2012 01:43 pm by Rezil ![]() |
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Rotating brushes and models at same time... Call of Duty 4 : CoD4 MP Mapping You have to select each individual model, then give it a targetname and either get each entity with getEnt or you could give the two models the same targetname and getting them via getEntArray.... [more] |
26 | 1848 | Mar 19, 2012 08:25 am by Rezil ![]() |
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Strange compiler error(EPairList_HasKey anyone?) Call of Duty 4 : CoD4 MP Mapping Sorry for the double post, can't edit post anymore. -.- Ok, after chaning the 'origin' texture to 'caulk', nothing was changed. I then tried to ungroup everything except triggers and script_brushmodels. Still didn't work. I then ungrouped EVERYTHING(no... [more] |
4 | 1440 | Sep 22, 2008 07:06 pm by Rezil ![]() |
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Strange compiler error(EPairList_HasKey anyone?) Call of Duty 4 : CoD4 MP Mapping Hi Rasta, yeah that's probably it. I didn't group the skybox but I think I remember making some func_groups with the 'origin' texture for use as a script_brushmodel later but then didn't use them. I'll check the map. Well I have a backup from cod2, ... [more] |
4 | 1440 | Sep 22, 2008 06:43 pm by Rezil ![]() |
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Strange compiler error(EPairList_HasKey anyone?) Call of Duty 4 : CoD4 MP Mapping Hi, I just got a strange error while compiling a map for cod4: Code: Expression: EPairList_HasKey( mapent->epairs, "origin" ) || !strcmp( classname, "worldspawn" ) || !strcmp( classname, "func_group" ) Module: I:\Program Files\Activision\Ca... [more] |
4 | 1440 | Sep 21, 2008 03:55 pm by Rezil ![]() |
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Detail custom texture? Call of Duty 2 : CoD2 MP Mapping Yeah I followed that tut. The texture appears in radiant but not ingame. The .iwi and material are also in their seperate folders. But it still shows as a checkered texture instead of my custom texture.... [more] |
3 | 1320 | Jul 23, 2007 02:29 pm by Rezil ![]() |
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