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Topic | Replies | Views | Last Post | |
need help again...just basic fx script Call of Duty 2 : CoD2 Scripting Not really an answer to your question, but you'll have to delete all duplicated "maps\mp\_load::main();". You only need one, which should be in your main .gsc, instead of in your fx file.... [more] |
5 | 1339 | Jan 30, 2010 05:04 pm by COD4GRC |
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trigger dont work Call of Duty 2 : CoD2 Scripting check if the trigger's classname is a "trigger_multiple" (instead of a classname "trigger_once")... [more] |
8 | 2177 | Dec 13, 2009 08:23 pm by COD4GRC |
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Flying in MP like spectator Call of Duty 2 : CoD2 Scripting next time, try looping through a destination bomb and bum array. I see a lot of code duplication, which is bad :D (no offense, just a tip)... [more] |
28 | 2210 | Dec 13, 2009 08:22 pm by COD4GRC |
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trigger dont work Call of Duty 2 : CoD2 Scripting liltc64 has the same idea, use that one :)... [more] |
8 | 2177 | Dec 13, 2009 08:17 pm by COD4GRC |
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trigger dont work Call of Duty 2 : CoD2 Scripting Your code seems fine. Could you try to post if this function returns "1" (true) Code:iprintlnbold(isdefined(getent("trigger_traindoor","targetname")); (The function waittill("trigger"); may being skipped if the trigger is not defined) edited o... [more] |
8 | 2177 | Dec 13, 2009 08:15 pm by COD4GRC |
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Random triggers Call of Duty 2 : CoD2 Scripting Try this: Code:random(){ trig_work=getent("trig_dmg_geht","targetname"); trig_push=getent("trig_dmg","targetname"); trig_dmg_01=getent("trig_dmg_01","targetname"); trig_dmg_02=getent("trig_dmg_02","targetname"); while(1){ trig_work wa... [more] |
3 | 1708 | Nov 29, 2009 04:14 pm by COD4GRC |
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Flying in MP like spectator Call of Duty 2 : CoD2 Scripting Your wait should have the same value as you moveto time. moveto time is .2 so wait has to be: wait .2;... [more] |
28 | 2210 | Nov 27, 2009 03:32 pm by COD4GRC |
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How to get x or y or z value from position? Call of Duty 2 : CoD2 Scripting This should do the trick; Code:model = getent("mymodel_name", "targetname"); x = model.origin[0]; y = model.origin[1]; z = model.origin[2];... [more] |
3 | 1095 | Nov 26, 2009 06:08 pm by COD4GRC |
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entity problem Call of Duty 2 : CoD2 Scripting Like the error says; your brushmodel is not an entity. only entities can be deleted, so it is not possible to delete brushmodels :)... [more] |
4 | 820 | Nov 18, 2009 09:33 am by COD4GRC |
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Compile tool refuses to make BSP Call of Duty 2 : CoD2 Scripting We aren't magicians, can you post your command-prompt output text?... [more] |
6 | 888 | Oct 27, 2009 04:02 pm by COD4GRC |
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dont see mortar explosions Call of Duty 2 : CoD2 SP Mapping make sure you add the following line to your _fx file: level.mortar = loadfx ("fx/explosions/artilleryExp_dirt_brown.efx");... [more] |
4 | 1398 | Oct 26, 2009 10:22 pm by COD4GRC |
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adding fire sound cod 2 sp mapping Call of Duty 2 : CoD2 SP Mapping Dear IvanFilip, Please go to your main folder. Copy all .iwd's and rename .iwd to.zip. Install WinRAR and extract all zip files in the same folder. Now go to {folder}\maps and read all .gsc files Now you can search first, before starting a new t... [more] |
27 | 1253 | Oct 22, 2009 09:10 pm by COD4GRC |
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trigger primary weapon hide Call of Duty 2 : CoD2 Scripting It would probably look like this Code: main(){ thread weaponSwitcher(); } weaponSwitcher(){ trigger = getent("weapon_switch_trigger", "targetname"); while(1){ // Wait till the trigger get triggered trigger waittill("trigger"); ... [more] |
20 | 1088 | Oct 14, 2009 05:50 pm by COD4GRC |
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problem with subtraction Call of Duty 2 : CoD2 Scripting instead of Code:carrier.pers["money"]-20; you should use: Code:carrier.pers["money"] = carrier.pers["money"] - 20;... [more] |
4 | 1058 | Oct 2, 2009 04:09 pm by COD4GRC |
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Surrendering germans..how to? Call of Duty 2 : CoD2 SP Mapping double post... http://www.modsonline.com/Forums-top-109078.html... [more] |
2 | 942 | Sep 30, 2009 06:58 pm by COD4GRC |
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Surrendering germans Call of Duty 2 : CoD2 SP Mapping You could use either one of the following animations: beltot_german_surrendering_dialogue beltot_german_surrendering_loop It would be something like this: (untested) Inside your MAPNAME_anim.gsc Code: main() { misc(); } #using_animtree(... [more] |
2 | 1121 | Sep 29, 2009 09:24 pm by COD4GRC |
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Strange texture coordinates for Xmodel import Call of Duty 2 : CoD2 SP Mapping Hi everyone, For the upcoming SP mod "Confidential" I tried to import a Douglas C47 plane into COD2. After importing the C47 into 3ds Max, I changed the model a bit and textured it with a temporary rainbow skin; The skin contains the UVW mappin... [more] |
1 | 833 | Sep 29, 2009 08:43 pm by COD4GRC |
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Compile-Problem Call of Duty 2 : CoD2 MP Mapping Any compile errors or script changes made? :) The answer isn't as simple as the question might look like... :P... [more] |
2 | 1031 | Sep 28, 2009 05:36 pm by COD4GRC |
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bold text in middle of screen Call of Duty 2 : CoD2 Scripting At least you need the function iprintlnbold("text") maybe a client side wait thread to execute... :)... [more] |
18 | 1017 | Sep 23, 2009 03:20 pm by COD4GRC |
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Prefab not complying when compiling Call of Duty 2 : CoD2 MP Mapping :) To fix it in Radiant: 1. Select the prefab. 2. Right click -> 'Enter Prefab' Prefab opens 3. Right click -> 'Leave Prefab' This forces Radiant to recalculate the 3D view.... [more] |
8 | 1013 | Sep 20, 2009 12:15 am by COD4GRC |
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Prefab not complying when compiling Call of Duty 2 : CoD2 MP Mapping I've had this problem a few times in Radiant. I loaded a map with a prefab, and some parts of the prefab moved to some random locations (mostly z axis moves). I always 'fixed' it by entering and leaving the prefab, which forced some kind of redraw / ca... [more] |
8 | 1013 | Sep 19, 2009 11:08 pm by COD4GRC |
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Toggle light and light colors Call of Duty 2 : CoD2 Scripting Sorry, forgot to tell you guys how I fixed it I got a tip from Derix, who pointed me to this (Belgian) webpage: http://www.modbase.be/tutorials-cod2.php?tutorial_id=99 Summary: 1. Make a script_model with no model (lol) 2. Give color using 'K'... [more] |
6 | 993 | Sep 14, 2009 11:38 pm by COD4GRC |
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moving brush Call of Duty 2 : CoD2 MP Mapping make a while loop; Example: Code: cube = getent("cube", "targetname"); while(1){ cube moveto(origin1.origin, 3.0); cube waittill("movedone"); cube moveto(origin2.origin, 3.0); cube waittill("movedone"); cube moveto(origin3.origin, 3.... [more] |
3 | 804 | Sep 9, 2009 11:40 am by COD4GRC |
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Toggle light and light colors Call of Duty 2 : CoD2 Scripting Hi everyone, I know how to add a light in Radiant, but I'd like to know how to toggle the light (on / off), or change the color. This is what i tried: Code:lights = getentarray("flashlights", "targetname"); for(i = 0; i ... [more] |
6 | 993 | Sep 9, 2009 10:47 am by COD4GRC |
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Fliping Models With World??? Call of Duty 2 : CoD2 MP Mapping Never mind edited on Sep. 8, 2009 08:26 am by COD4GRC edited on Sep. 8, 2009 08:27 am by COD4GRC... [more] |
5 | 1233 | Sep 8, 2009 12:25 pm by COD4GRC |
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