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Topic | Replies | Views | Last Post | |
Moving AI with scripting.. Call of Duty : CoD Mapping Check This "node = getent("node_axis1","targetname");" prolly should say: node = getnode("node_axis1","targetname"); assuming that node_axis1 is a goal_node. ... [more] |
7 | 1686 | Mar 3, 2006 02:00 am by BR3NTB |
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Is MP AI possible? Call of Duty : CoD Mapping Lets turn MP into SP....... ... [more] |
3 | 1456 | Feb 16, 2006 12:20 am by BR3NTB |
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How do I set a radius for my lights? Call of Duty : CoD Mapping You got a few things to play with for light I Think. They are: "light" overrides the default 300 intensity. "radius" overrides the default 64 unit radius of a spotlight at the target point. "overbrightShift" controls overbright radius. 0 is d... [more] |
3 | 1506 | Feb 15, 2006 04:40 pm by BR3NTB |
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Music seriously redicilious Call of Duty : CoD Mapping Set Up Your SP sound alias and the call the music like this. Code:music() { musicplay("music_name"); } Where music_name is the name of the music in Your csv. Other than That, look at the sp scripts mate they tell alot. edited on Feb. 15, 2... [more] |
4 | 2055 | Feb 15, 2006 04:30 pm by BR3NTB |
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HitLoc and Player Names script Call of Duty 2 : CoD2 Scripting This may be what ur lookin for. ================ Called when a player has been killed. self is the player that was killed. ================ CodeCallback_PlayerKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeO... [more] |
3 | 1882 | Feb 13, 2006 05:05 pm by BR3NTB |
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COD2 radiant on its way? Call of Duty 2 : CoD2 MP Mapping If You Say so...... ... [more] |
48 | 2853 | Feb 12, 2006 04:49 pm by BR3NTB |
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COD2 radiant on its way? Call of Duty 2 : CoD2 MP Mapping Quote: Do you think they'll actually read what we have to say? Nope. ... [more] |
48 | 2853 | Feb 11, 2006 04:30 pm by BR3NTB |
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Do Entity's Automatically Save? Call of Duty : CoDUO Mapping Once you enter a value into the entity box and hit "Enter". The values should save. { I Know this sounds stupid} You save the map Before You Re-open It Right.... Sounds like a strange problem.... Hmmmm edited on Feb. 9, 2006 10:06 pm by ßŔ... [more] |
6 | 1858 | Feb 10, 2006 03:04 am by BR3NTB |
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Windmill Problem Call of Duty : CoDUO Mapping Dude.....Windmills are easy.. Drop a script_model in Your map give it these parameters. KEY:model VALUE:xmodel/o_rs_misc_windmill KEY:targetname VALUE:mywindmill Then add these two lines to the main() of your script. Code:thewindmill = g... [more] |
2 | 1872 | Feb 10, 2006 02:21 am by BR3NTB |
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What happend with the textures? Call of Duty : CoDUO Mapping Open radiant and use " Clean Brushes " Usually Helps with Bad Brushes . As For Textures Thats another issue. ... [more] |
4 | 1570 | Feb 9, 2006 04:51 pm by BR3NTB |
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So many kewl effects! Call of Duty 2 : CoD2 SP Mapping Yes effects are what makes the game what it is. The mg ambush is awesome. I also like the moving the dead body from vehicle, the surrendering germans are cool as well, yea the list goes on. Some of these are animations combined with effects. Id like t... [more] |
2 | 1653 | Feb 8, 2006 03:34 pm by BR3NTB |
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Fallback used on flood spawns Call of Duty : CoDUO Mapping Quote:Yorkshire-Rifles::There is actually an entity value called "script_fallback" but I've never managed to get it to work. I Somehow Missed This............Well Hey..... .......Muhahahahahaha..... This is so easy its gonna make you laugh.No scrip... [more] |
4 | 1749 | Feb 8, 2006 06:45 am by BR3NTB |
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Good Starter Level Size? Call of Duty : CoDUO Mapping My two Cents..... Start with small maps untill you get all the basics down. Then when you get a good grasp of the editor and building with it. Go for bigger maps. If Your just starting a big map may cause you too lose interest in the fact that it take... [more] |
12 | 2293 | Feb 8, 2006 03:50 am by BR3NTB |
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Getting Roof Angles Correct Call of Duty : CoDUO Mapping Roofs are easy stuff. add me msn i will send u a prfabb to look at. Otherwise open up foy or dawnville maps and look there...thats what the maps were provided for. ... [more] |
3 | 1841 | Feb 8, 2006 03:45 am by BR3NTB |
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ignoring ai Call of Duty : CoD Mapping Use scripting to make them Pacifist and NON-Pacifist Like So: A Single Actor: Code: Pacify_actor(); { Actor = getent("Actorname","targetname"); Actor.pacifist = true; // or false to unpacify. } An Array: Code: Pacify_actors(); { Actors = ... [more] |
3 | 3543 | Feb 8, 2006 12:50 am by BR3NTB |
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The CSG Tool Call of Duty : CoDUO Mapping Quote:Warlord:If you still dont know how to use it then I would be glad to show any of you, even the people who think they are pro's. Ahhhh Warlord ? ... [more] |
31 | 1873 | Feb 7, 2006 06:11 pm by BR3NTB |
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Random custom sounds sounds in MP map Call of Duty : CoDUO Mapping Read this Thread Random Sounds In UO On Page 2 of the thread I coverd this already. I made it with SP in Mind.... but it can be used for MP as well. With a little adjusting you could use it for what you need. edited on Feb. 7, 2006 11:22 am by ß... [more] |
6 | 1612 | Feb 7, 2006 04:20 pm by BR3NTB |
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Friendly chain? Call of Duty : CoD Mapping Friendly Chains have been discussed to death In These forums. Search For Friendly Chain And you will find many examples and help in this topic. ... [more] |
7 | 2135 | Feb 4, 2006 11:45 pm by BR3NTB |
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lol is this possible? General Gaming Topics : General Mapping Interesting Idea. Collision could be an issue. You know the Clipping n such, but hey Im just speculating.Still a Unique Idea as far as I know. ... [more] |
5 | 2191 | Feb 4, 2006 05:07 am by BR3NTB |
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Hex Editor = Bad? Call of Duty 2 : CoD2 MP Mapping infectious ! Well said... ... [more] |
19 | 2212 | Feb 4, 2006 05:03 am by BR3NTB |
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Moving the player Call of Duty 2 : CoD2 Scripting What I showed You Earth is SP stuff. You see I cant Get SP Crap Out Of My Head. But If You Looked Closer To Even The SP Script You would See Its Pretty Much there. If NOt. Its Close. Hmmmmmm. Move Player MP....Off The top Of My Head.... Code:move... [more] |
8 | 1837 | Feb 4, 2006 01:35 am by BR3NTB |
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Moving the player Call of Duty 2 : CoD2 Scripting Impossible??? I put a trigger Multiple in my map, named it move_trigger This will be the trigger that initiates moving the player I put a Pathnode on the ground, named it playerfallpos This will be Position the player is moved to so put it far a... [more] |
8 | 1837 | Feb 3, 2006 02:34 am by BR3NTB |
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Hex Editor = Bad? Call of Duty 2 : CoD2 MP Mapping They already have. ... [more] |
19 | 2212 | Feb 2, 2006 01:21 am by BR3NTB |
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what does your desktop look like MODSonline : General You Dont Wanna Know ... [more] |
44 | 2434 | Feb 2, 2006 01:19 am by BR3NTB |
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mp_trainyard Call of Duty 2 : CoD2 Map + Mod Releases The map was great Before tally played with it. Just remove the barbed wire. ... [more] |
20 | 2046 | Feb 2, 2006 01:09 am by BR3NTB |
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