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Stopping AI patrolling Call of Duty : CoD Mapping Hi In my map I have a friendly AI who I want to walk up to a gate in patrol mode, but then be able to get him back to normal when an event happens. To make his walk I am using the script (not pathnodes): level.harper.walkdist = 9999; patrolwalk[0]... [more] |
1 | 645 | Oct 14, 2007 11:45 am by Run_n_Gun ![]() |
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BIG sound problem!! Call of Duty : CoDUO Mapping Thanks for the advice. I checked my map .csv, and it was fine. BUT, I decided to make a copy but typed it by hand, and the sounds worked. STRANGE.... [more] |
4 | 671 | Sep 29, 2007 12:29 pm by Run_n_Gun ![]() |
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BIG sound problem!! Call of Duty : CoDUO Mapping As you guessed form the title, I have a sound problem. When I load a map I have created, when I fire/change/reload and ALLIED weapon there is no sound played. However, when I use a German weapon, all the sounds are there. What's more, I have modded an al... [more] |
4 | 671 | Sep 28, 2007 05:12 pm by Run_n_Gun ![]() |
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Debug messages Call of Duty : CoDUO Mapping I want to add some debug messages to my SP map (the ones that come up in the top left hand corner). I am using the script debug_message ("Squad has not advanced"); but when I run it, it says that it is an unknown function. PLEASE HELP. ... [more] |
3 | 620 | Sep 6, 2007 05:38 pm by Run_n_Gun ![]() |
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AI in trucks not working Call of Duty : CoDUO Mapping Hi, I've created an SP map where the player is in a Kubelwagon with some friendly AI being chased by some germans in trucks and on bikes. However, neither the friendly AI or the germans will shoot at anything. Please help!! ... [more] |
2 | 1386 | Aug 3, 2007 07:59 am by Run_n_Gun ![]() |
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Mission failure Call of Duty : CoD Mapping Can anyone point me to a script that forces a player to fail a mission if something is not done, like in POW camp if you take too much time? DO NOT tell me to look at stock scripts. I have spen 2 hours looking already and cannot find it!! ... [more] |
2 | 643 | Jun 19, 2007 04:01 pm by Run_n_Gun ![]() |
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Player trucks Call of Duty : CoDUO Mapping Ok, I have searched the site and cannot find a tutorial. I have also looked at some of the scripts and tried a few things out, but nothing has worked so far. ... [more] |
3 | 912 | May 26, 2007 08:07 am by Run_n_Gun ![]() |
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Paratroopers Call of Duty : CoDUO Mapping In the map I am making, I want to add some paratroopers. I have tried using the method in the 'player and ai paratroopers' tutorial for COD, but cannot get it to work. Is there a siffernt system needed, or do I just have a bug? ... [more] |
2 | 892 | May 25, 2007 06:23 pm by Run_n_Gun ![]() |
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Player trucks Call of Duty : CoDUO Mapping Hi, Can someone tell me how to get the player to ride in the back of a moving truck, or point me to a good tutorial? Thanks ... [more] |
3 | 912 | May 25, 2007 06:21 pm by Run_n_Gun ![]() |
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Scripting triggers Call of Duty : CoD Mapping Some are triggers, some are deaths, some are timers, does it matter? All I want is a simple spawning or trigger script ... [more] |
5 | 1199 | Apr 18, 2007 03:33 pm by Run_n_Gun ![]() |
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Scripting triggers Call of Duty : CoD Mapping I know you can use scripting to control friendlychain triggers, but is there a script that triggers a trigger_once or a trigger_multiple? I want to get some enimies to spawn when I complete an objective. ... [more] |
5 | 1199 | Apr 16, 2007 06:09 pm by Run_n_Gun ![]() |
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Getting AI to work Call of Duty : CoDUO Mapping I have made some of SP maps for COD. When I got UO I got the editor as well and made a couple of SP maps as well, but the AI triggers do not work. When I used the COD radient I had to add +set g_connectpaths 1. To the game icon's target. Do I h... [more] |
2 | 730 | Apr 13, 2007 03:29 pm by Run_n_Gun ![]() |
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Need tips. Call of Duty : CoD Mapping I found that sometimes when you insert a model it comes up as a red box. If you bring up the entity editor (n) and look at the 'modol' key, and then it's value, it might look something like: c:/program files/call of duty/main/xmodel/austriapic3 yo... [more] |
4 | 902 | Apr 6, 2007 10:50 am by Run_n_Gun ![]() |
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