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CoD Font Explorer - wanted Call of Duty 4 : CoD4 General Just as above. The only link I always find is this one: http://www.diegologic.net/CoD/CoD4%20Fonts%20Explorer.zip The problem is, this link is pretty much dead and I can't seem to find it hosted anywhere else. Is anyone in possession of this app? I'... [more] |
2 | 2142 | Jun 10, 2012 02:04 am by tomalla ![]() |
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D3DBSP file Call of Duty 2 : CoD2 MP Mapping serthy writes...Quote:in radiant u only can open uncompiled files (.map-files) there is no way to recreate a .map-file out of an b3bsp-file so u never can edit compiled maps! only 1 thing u can do: open b3bsp with editor and search for ex. targetnames... [more] |
3 | 3360 | Feb 21, 2011 12:39 pm by tomalla ![]() |
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Please Help Call of Duty 2 : CoD2 General Done! ... [more] |
2 | 1892 | Feb 21, 2011 12:28 pm by tomalla ![]() |
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Lerp the player? Call of Duty 4 : CoD4 Scripting There is no sense making a script_origin in Radiant and moving it by script. You can make it faster and cleaner way by spawning the script_origin via script: Code: dummy = spawn("script_origin", player getorigin()); player playerlinkto(dummy); ... [more] |
6 | 2168 | Feb 8, 2011 09:58 am by tomalla ![]() |
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Advanced Programming In Cod2 Call of Duty 2 : CoD2 Scripting You'd be surprised. There are pointers in CoD2, but as far as I know you have no power managing them at all. Pointer is automatically created when you create a structure or spawn an object ( or make a reference to the existing one by getent(), getentarray... [more] |
7 | 3651 | Feb 4, 2011 03:06 am by tomalla ![]() |
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Press F to climb Call of Duty 4 : CoD4 MP Mapping DownloadAcc writes...Quote:Yay! Forum fights! You're not stubborn, I was suggesting the ones who would try to make it a harder way are stubborn. Well, it's getting *little* offtopic here so maybe let's continue our *relevant* discussion somewhere e... [more] |
13 | 2336 | Feb 2, 2011 03:42 am by tomalla ![]() |
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Press F to climb Call of Duty 4 : CoD4 MP Mapping You may be stubborn and not want to do it easy way. Isn't it logical? Yeah, whatever.... [more] |
13 | 2336 | Feb 1, 2011 02:38 pm by tomalla ![]() |
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Press F to climb Call of Duty 4 : CoD4 MP Mapping sam_fisher3000 writes...Quote:Even with a script, you won't be able to climb. Mantle texture is your best bet. If you're stubborn enough you can always link a player who triggered the trigger_use to i.e. script_origin and move it over the obstacle. So... [more] |
13 | 2336 | Feb 1, 2011 12:53 pm by tomalla ![]() |
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And Another Error yay... Call of Duty 2 : CoD2 MP Mapping Quote:map_so, line 34635: MatchToken: ( != ) I wonder whether this line number refers to your map file or Radiant's source code. Maybe try to post your line 34635 of your map source file with "surroundings" ( like ... 5-10 lines on each side? ). It mig... [more] |
14 | 2296 | Jan 31, 2011 03:34 am by tomalla ![]() |
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Custom Xmodel problem Call of Duty 2 : CoD2 MP Mapping Your skin isn't correctly exported. Try to save your DDS as DXT5, there are rumors DXT1 is not supported most of the times Also if this won't work, try to use Targa format ( *.tga ) and tell whether it works or not.... [more] |
9 | 2882 | Jan 31, 2011 03:29 am by tomalla ![]() |
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rangefinder Call of Duty 2 : CoD2 MP Mapping "binocular_exit" notification is sent in this case. Just have tested it. ... [more] |
16 | 1789 | Jan 23, 2011 05:27 am by tomalla ![]() |
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rangefinder Call of Duty 2 : CoD2 MP Mapping First of all, you don't have to define vectorScale function, because it already is! At the top of your *.gsc just place a following line: Code:#include maps\mp\_utility; Then every 'vectorScale' WILL be defined. Don't forget to delete your version (... [more] |
16 | 1789 | Jan 23, 2011 05:02 am by tomalla ![]() |
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fast_restart map Call of Duty 2 : CoD2 Scripting As far as I know: Code:exitLevel(); ... makes the level to EXIT. Just remove it and all should be just fine ... [more] |
10 | 2406 | Jan 19, 2011 12:41 pm by tomalla ![]() |
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special pulsating texture Call of Duty 2 : CoD2 MP Mapping No problem That's what forums are for, right? Cheers... [more] |
20 | 1607 | Jan 18, 2011 11:56 am by tomalla ![]() |
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special pulsating texture Call of Duty 2 : CoD2 MP Mapping Silly me, I forgot the locales are disabled for Objectives Well then, choose anything in 'usage' list. Then open Radiant and choose Textures > Usage > [option you chose]. It should be there ...... [more] |
20 | 1607 | Jan 18, 2011 09:09 am by tomalla ![]() |
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special pulsating texture Call of Duty 2 : CoD2 MP Mapping serthy writes...Quote:yh asstemanager isnt that problem only the colormap which picture-file i have to use there? i tried .tga and .dds files and it gaves me the error Invalid GDT loaded. mhh ^^ its not this neccesary ah ehm, with other colormap, th... [more] |
20 | 1607 | Jan 18, 2011 08:55 am by tomalla ![]() |
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special pulsating texture Call of Duty 2 : CoD2 MP Mapping I'm damn glad you made it Some info about creating your own flashing textures: open Assets Manager, create new material. Now choose 'objective' option in "materialType" list. Then 'colorMap' will describe base texture which will be glowing in orange c... [more] |
20 | 1607 | Jan 17, 2011 02:45 pm by tomalla ![]() |
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special pulsating texture Call of Duty 2 : CoD2 MP Mapping Firstly, what red frame are you talking about? And secondly ... it's impossible and probably you're doing something wrong. The 'obj' material is just like every other texture: 1. Select brush ( SHIFT + left mouse button ) 2. Choose the obj texture ... [more] |
20 | 1607 | Jan 17, 2011 02:12 pm by tomalla ![]() |
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special pulsating texture Call of Duty 2 : CoD2 MP Mapping You're messing things up a little ... however I'll try to explain it: in Radiant choose 'tools' in textures list. There should be one, tiny, invisible texture titled "objective_base_obj" - apply it to the faces you want to be glowing. There are also few o... [more] |
20 | 1607 | Jan 17, 2011 01:47 pm by tomalla ![]() |
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special pulsating texture Call of Duty 2 : CoD2 MP Mapping Oh, I used to love this map! Pure awesomeness ... Anyways, the pulsating texture is a bit tricky. It's nowhere in a pack, because the author used the already existing "pulsating" material, which is: objective_base_obj As you can see, this materia... [more] |
20 | 1607 | Jan 17, 2011 01:04 pm by tomalla ![]() |
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Prevent AI from being alerted Call of Duty: World at War : CoDWW SP Mapping Makes sense, although it doesn't work. From what I see this command: ai pushPlayer(true); ... makes them choose path ignoring the player, while calling this functions with "false" argument, makes actors choose path avoiding the player. "dontavoidpla... [more] |
19 | 3244 | Jan 16, 2011 06:21 am by tomalla ![]() |
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Prevent AI from being alerted Call of Duty: World at War : CoDWW SP Mapping 'dontavoidplayer' parameter exists in every other prior CoD game, like CoD4, CoD2. The 'pacifist' parameter makes AI not shoot to other actors; 'ignoreme' & 'ignoreall' makes an actor ignore the others. 'dontavoidplayer' has something to do with choosi... [more] |
19 | 3244 | Jan 15, 2011 11:51 am by tomalla ![]() |
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Prevent AI from being alerted Call of Duty: World at War : CoDWW SP Mapping May I ask one thing: what does this line: Code:guardidle.dontavoidplayer = false; is responsible for exactly? It's present in some of the original missions and I can't find out what does it do to AIs ... [more] |
19 | 3244 | Jan 15, 2011 03:33 am by tomalla ![]() |
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HUD menus Call of Duty 2 : CoD2 Scripting bump bump So ... you wanna open a new menu by clicking on a weapon button? And THERE choose a particular one? bump bump... [more] |
9 | 1797 | Aug 21, 2010 03:46 pm by tomalla ![]() |
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HUD menus Call of Duty 2 : CoD2 Scripting It's quite ease overall. Go to folder \ui_mp\scriptmenus\ and there are four files which you might find interesting: weapon_american.menu weapon_british.menu weapon_german.menu weapon_russian.menu Go ahead and modify these. But don't forget t... [more] |
9 | 1797 | Aug 21, 2010 07:26 am by tomalla ![]() |
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