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Topic | Replies | Views | Last Post | |
how do i make a cod4 custom map use certain weapons Call of Duty 4 : CoD4 MP Mapping Oops, I used "spawn" instead of "spawned", this should do it: Code: main() { //maps\mp\mp_backlot_fx::main(); //maps\createart\mp_backlot_art::main(); maps\mp\_load::main(); //maps\mp\_compass::setupMiniMap("compass_map_mp_arc_arena"); ... [more] |
11 | 3424 | Jul 3, 2017 10:55 am by .KiLL3R. |
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how do i make a cod4 custom map use certain weapons Call of Duty 4 : CoD4 MP Mapping Use it as the script that goes with your map, it's the one called (your map name).gsc in raw/maps/mp/ Replace the '// usual map stuff' section with the code from the original .gsc that defines what teams your map uses (spetsnaz etc).... [more] |
11 | 3424 | Jul 2, 2017 10:45 pm by .KiLL3R. |
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how do i make a cod4 custom map use certain weapons Call of Duty 4 : CoD4 MP Mapping This map script should do the trick, not tested though. Code: main() { // usual map stuff thread onPlayerConnect(); } onPlayerConnect() { while(1) { level waittill("connected", player); player thread onPlayerSpawn(); } } o... [more] |
11 | 3424 | Jul 2, 2017 06:34 pm by .KiLL3R. |
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Need help with admin script for cod uo Call of Duty : CoD+UO General IIRC freezeControls() doesn't work in multiplayer, it's a single player thing. From what I can remember I think the best way was to spawn() a script_model and link() the player to it. Don't forget to delete() the script_model when the player is unfroze... [more] |
8 | 7713 | May 15, 2017 05:44 pm by .KiLL3R. |
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level.onTimeLimit results in "self" becoming undefined Call of Duty 4 : CoD4 Scripting Same idea still applies, 'self' is local and will change depending on who died. 'level' is a global variable, using 'level' in any function will access the same object. 'self' is a local variable, it can be different each time a function is called, ev... [more] |
15 | 2827 | Jun 8, 2016 12:34 am by .KiLL3R. |
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level.onTimeLimit results in "self" becoming undefined Call of Duty 4 : CoD4 Scripting 'Self' is a special local variable. It differs depending on the how the function was called. 'Self' will be the object or entity that the function was called on. Since onTimeLimit was not called on anything, 'self' will be undefined (actually I think i... [more] |
15 | 2827 | Jun 8, 2016 12:23 am by .KiLL3R. |
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level.onTimeLimit results in "self" becoming undefined Call of Duty 4 : CoD4 Scripting Storing stuff in 'level' is perfectly fine. 'Self' was never allocated to begin with, since onTimeLimit was not called on anything! I'm still not sure what object or entity you're expecting 'self' to be.... [more] |
15 | 2827 | Jun 7, 2016 11:46 pm by .KiLL3R. |
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level.onTimeLimit results in "self" becoming undefined Call of Duty 4 : CoD4 Scripting Oops clicked quote to edit and ended up with 2 posts xd ... [more] |
15 | 2827 | Jun 7, 2016 12:12 am by .KiLL3R. |
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level.onTimeLimit results in "self" becoming undefined Call of Duty 4 : CoD4 Scripting What are you expecting 'self' to be? Somewhere in _globallogic.gsc or the gametype .gsc there should be a line that looks something like this: Code: [[level.onTimeLimit]](); 'self' will be undefined in the onTimeLimit() function since it was n... [more] |
15 | 2827 | Jun 7, 2016 12:11 am by .KiLL3R. |
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level.onTimeLimit results in "self" becoming undefined Call of Duty 4 : CoD4 Scripting What is 'self' in that function? Where is the function being called from? What is the function being called on? What the function is being called on will define 'self'. Basically, post all of your code.... [more] |
15 | 2827 | Jun 6, 2016 05:31 pm by .KiLL3R. |
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sd in map Call of Duty : CoD+UO General It is possible, you will need to edit the sd.gsc game type script (or make a new game type) to spawn players at the correct locations, spawn a model to be the bomb site, some collision stuff so the model is solid to the player (I think only UO supports sp... [more] |
5 | 3968 | May 22, 2016 09:23 am by .KiLL3R. |
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how determine the body part where bullet was shot Call of Duty 4 : CoD4 Map + Mod Releases saqibvohra93 writes...Quote: @trinkx, thanks for your detailed reply. But I cant figure out how using the model I can detect the part and send signal to a background process running. If I can able to find that model, then how can I actually detect tha... [more] |
9 | 4676 | Feb 25, 2015 12:23 am by .KiLL3R. |
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is modsonline dead? Call of Duty: World at War : CoDWW MP Mapping Themebuddies writes...Quote:Why cod2? world at war is much better graphics. Ehhh that's the kind of pre-pubescent suckery sgt.kawkins is talking about :I Grafiks isn't everything. WaW is pretty much dead, only 303 servers and most of the servers th... [more] |
22 | 3240 | Feb 18, 2015 11:36 am by .KiLL3R. |
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rpg projectile code Call of Duty 4 : CoD4 Scripting Way to bump a 4 year old thread :P IIRC there are no script notifications for firing projectiles. It's all done in the game code, not scripts, the same as grenades, C4 etc, just that grenade type weapons have the "grenade_pullback" and "grenade_fire" s... [more] |
12 | 3789 | Nov 26, 2014 04:32 pm by .KiLL3R. |
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Unlagged for cod uo Call of Duty : CoD+UO General You can't. CoD doesn't support this type of low level source code modding. From what I can tell the unlagged mod for Q3 is more of a change to the core game code (in the zip download in first post you'll see a bunch of .c files in code/cgame and code/g... [more] |
10 | 7171 | Sep 21, 2014 07:24 pm by .KiLL3R. |
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Cod4 Maps without the mp_ Call of Duty 4 : CoD4 MP Mapping If you're running OpenWarfare v4.169.2469 then download the attachment, unzip the iwd to the openwarfare mod folder, restart server and maps that don't have mp_ should work.... [more] |
8 | 3780 | Aug 25, 2014 06:35 pm by .KiLL3R. |
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Cod4 Maps without the mp_ Call of Duty 4 : CoD4 MP Mapping Ah, I think I may have found the problem, I was testing with OW 1.5 (wasn't sure if that was the latest version since OW website wasn't working earlier) which worked with maps that don't have mp_. But I've now found this http://openwarfaremod.com/owforum/... [more] |
8 | 3780 | Aug 25, 2014 06:19 pm by .KiLL3R. |
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Cod4 Maps without the mp_ Call of Duty 4 : CoD4 MP Mapping Hmm, I just tried it with OpenWarfare, it seems to load ok for me, but sometimes it will load the map then go back to normal rotation if you do a manual map change. I used this rotation which seemed to work: set sv_mapRotation "gametype war map rat_... [more] |
8 | 3780 | Aug 25, 2014 03:59 pm by .KiLL3R. |
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Cod4 Maps without the mp_ Call of Duty 4 : CoD4 MP Mapping Hey, I'm the maker of q3ctf3 :D Just putting "map q3ctf3" into the rotation along with the other maps should work. "gametype tdm map mp_blah1 map q3ctf3 map mp_blah2" @MPKiller545 That won't work, the bsp and everything else that is compiled into... [more] |
8 | 3780 | Aug 25, 2014 02:42 pm by .KiLL3R. |
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inquiry about xmodels Call of Duty : CoD Mapping No, you need to use a hex editor. Notepad will mess up the file when you save since it's meant for editing text, not binary data. Some free hex editors: http://mh-nexus.de/en/hxd/ http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm... [more] |
5 | 2991 | Aug 6, 2014 02:54 pm by .KiLL3R. |
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UO Modding - Ammo Glitch? Call of Duty : CoD+UO General If you're close to the weapon file limit (can't remember what it is in UO) then things get a bit weird with ammo and stuff. Also check settings like "ammoname" to make sure it's not interfering with other weaps with the same name.... [more] |
3 | 3152 | Jul 4, 2014 02:07 pm by .KiLL3R. |
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maps sometimes not rotating/ stuck on scoreboard upon loading new map Call of Duty : CoD+UO General You can't use spaces in map names - "biscuit eater". It will be read as 2 separate things, the map "biscuit" (which doesn't exist on your server so it will get stuck) and an unknown thing "eater".... [more] |
9 | 3611 | Jan 21, 2014 03:48 pm by .KiLL3R. |
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Textures showing different in-game Call of Duty : CoDUO Mapping No problem :D... [more] |
7 | 2966 | Jan 9, 2014 05:45 pm by .KiLL3R. |
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Textures showing different in-game Call of Duty : CoDUO Mapping Yup, the compiler isn't loading anything from the uo folder. Try this for your compiler script (added "-game uo" setting): Code: cd ..\..\UOtools\bin q3map -game uo ../../uo/maps/mp_javihouse q3map -game uo -vis ../../uo/maps/mp_javihouse flare ... [more] |
7 | 2966 | Jan 9, 2014 05:28 pm by .KiLL3R. |
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Textures showing different in-game Call of Duty : CoDUO Mapping It's been a loooong time since I last mapped for UO, but I think the texture problem is caused when the compiler can't find the texture. Perhaps the texture is from UO and you're compiling using CoD1 settings?... [more] |
7 | 2966 | Jan 9, 2014 05:13 pm by .KiLL3R. |
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