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Aftermath Script_Origins? Call of Duty 4 : CoD4 MP Mapping To quickly add the sand_aftermath fx to your map. 1) In the folder \raw\maps\mp create a file called mp_yourmapname_fx.gsc *Remember to change all mp_yourmapname references to your own and add your map coordinates* Code:main() { precacheFX(... [more] |
8 | 1059 | Feb 9, 2010 12:15 am by bcl8n ![]() |
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destucteble models/obj Call of Duty 4 : CoD4 MP Mapping misc>>model then in the xmodel folder choose com_security_camera with the model selected right click and choose script>>model and you should be good to go . Use the model not the prefab. bcl8n... [more] |
25 | 1717 | Feb 1, 2010 09:37 pm by bcl8n ![]() |
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destucteble models/obj Call of Duty 4 : CoD4 MP Mapping I just tried this on a test map of mine, using the tutorial linked here, just because its easier to read. tutorial-destructable model it works great with no errors, so keep trying, you will get it. I had the same thing with a rotating script the... [more] |
25 | 1717 | Feb 1, 2010 05:11 pm by bcl8n ![]() |
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Ambient Call of Duty 4 : CoD4 MP Mapping As for an elevator sound I used the scn_elevator_move from the common .csv and put it in my .csv file and it sounded quite good. scn_elevator_move,,level/scn_launchb_elevator_up_v2.wav,0,1,emitter,1,1,100 ,500,local,streamed,,,0.5,all_mp ,,,,,1000,,,0.2... [more] |
7 | 1051 | Jan 27, 2010 11:31 pm by bcl8n ![]() |
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Ambient Call of Duty 4 : CoD4 MP Mapping If you want rain sound over the whole map, add Code:ambientPlay("ambient_farm"); to your .gsc file. bcl8n... [more] |
7 | 1051 | Jan 27, 2010 10:57 pm by bcl8n ![]() |
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OUTLINE - Adding Sound to MP Map Call of Duty 4 : CoD4 MP Mapping If you take out the "looping" and leave it blank it should default to nonlooping. bcl8n... [more] |
53 | 3520 | Jan 22, 2010 11:09 pm by bcl8n ![]() |
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OUTLINE - Adding Sound to MP Map Call of Duty 4 : CoD4 MP Mapping This is from a map I did with a mp3 playing that worked. name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dis t_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compressi on,secondaryaliasname,volumefalloffcurve,star... [more] |
53 | 3520 | Jan 22, 2010 10:01 pm by bcl8n ![]() |
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I've got a compass_map problem Call of Duty: World at War : CoDWW MP Mapping This method worked for me. Minimap on Teams Screen bcl8n... [more] |
5 | 1236 | Dec 30, 2009 06:53 pm by bcl8n ![]() |
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Fire Fx Call of Duty: World at War : CoDWW MP Mapping If the folders don't exist create them. bcl8n ... [more] |
25 | 1199 | Apr 12, 2009 05:40 pm by bcl8n ![]() |
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Fire Fx Call of Duty: World at War : CoDWW MP Mapping Change all mp_mymap to your map name. In your \raw\clientscripts\mp\mp_mymap_fx.csc Code:#include clientscripts\mp\_utility; // load fx used by util scripts precache_util_fx() { } precache_scripted_fx() { } // --- AMBIENT SECTI... [more] |
25 | 1199 | Apr 12, 2009 04:12 pm by bcl8n ![]() |
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[Release] Ghost Town 1944 Beta Call of Duty: World at War : CoDWW Map + Mod Releases Ghost Town 1944 Beta-2 I Have made many small changes including: -Improved clipping -Added more climbable walls -Improved Twar spawns -Fixed a few spots where player could become trapped -Included localized .ff download: mp_gtown44 Beta 2 ... [more] |
5 | 998 | Apr 10, 2009 03:29 pm by bcl8n ![]() |
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[Release] Ghost Town 1944 Beta Call of Duty: World at War : CoDWW Map + Mod Releases Thanks so much for your comments and taking the time to run around the map. It is just the kind of input that I am looking for and is much appreciated. Can you tell me what “dynamic foliage” is as I don't have a clue about it. As to the load... [more] |
5 | 998 | Mar 27, 2009 10:25 pm by bcl8n ![]() |
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[Release] Ghost Town 1944 Beta Call of Duty: World at War : CoDWW Map + Mod Releases ***** Here is the Beta release of my map Ghost Town 1944 ***** I am hoping to get lots of feedback to help improve gameplay and correct any errors. Hope you enjoy the map. Bcl8n Map/MoD Title:Ghost Town 1944 Version:Beta1 Author:bcl8n M... [more] |
5 | 998 | Mar 26, 2009 03:54 pm by bcl8n ![]() |
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MG42 Turret Call of Duty: World at War : CoDWW MP Mapping Here are some more Adding Turrets bcl8n... [more] |
13 | 2122 | Mar 19, 2009 09:58 pm by bcl8n ![]() |
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overview map/map preview pic Call of Duty: World at War : CoDWW MP Mapping I used this method and it works great Here bcl8n... [more] |
7 | 1056 | Mar 5, 2009 11:06 pm by bcl8n ![]() |
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Artillery keeps explodind in sky Call of Duty: World at War : CoDWW MP Mapping You need to texture both sides of your skybox. bcl8n... [more] |
3 | 806 | Feb 20, 2009 10:56 pm by bcl8n ![]() |
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DM Spawning Call of Duty: World at War : CoDWW MP Mapping http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Adding_Gametypes... [more] |
7 | 827 | Feb 9, 2009 10:17 pm by bcl8n ![]() |
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really need help with adding sounds Call of Duty: World at War : CoDWW MP Mapping Here is the line from my soundalias Code:amb_crow,,SFX/amb/animals/raven_##,!wii,0.5,0.8,0.9,1.1,250,1200,1500, ,,,,ambience,,3d,,,,,all_mp,curve3,,,,,,curve3,,,0.8,,,,,,,,,0.5,20,50,0.25 ,1, bcl8n... [more] |
9 | 1122 | Feb 2, 2009 04:10 pm by bcl8n ![]() |
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really need help with adding sounds Call of Duty: World at War : CoDWW MP Mapping Mine works quite well setup like this: Code:origin 814 -1832 -281 classname script_struct script_label random script_sound amb_crow targetname amb_crow script_wait_min 2 script_wait_max 6 bcl8n... [more] |
9 | 1122 | Feb 1, 2009 09:36 pm by bcl8n ![]() |
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windows & doors Call of Duty: World at War : CoDWW MP Mapping Quote:could someone please tell me the game play standard size for normal doors and windows. This is what I use. Here bcl8n... [more] |
8 | 1058 | Jan 21, 2009 04:04 pm by bcl8n ![]() |
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No ambient sounds Call of Duty: World at War : CoDWW MP Mapping Yes I just tried it and i works, did you add the _amb.csc file? Is there anyway to increase the volume of the ambient sound? How to I get the _amb.csc file for other mp maps? bcl8n edited on Dec. 26, 2008 03:47 pm by bcl8n... [more] |
54 | 2720 | Dec 26, 2008 08:42 pm by bcl8n ![]() |
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MP FX in Codw@w has been fixed Call of Duty: World at War : CoDWW MP Mapping Thanks Tally your method works great let there be fire and smoke good work bcl8n... [more] |
33 | 2316 | Dec 24, 2008 05:08 am by bcl8n ![]() |
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MP FX in Codw@w has been fixed Call of Duty: World at War : CoDWW MP Mapping well I guess I am missing somthing. My mp_t003.gsc Code:main() { maps\mp\mp_t003_fx::main(); maps\mp\_interactive_objects::init(); maps\mp\_load::main(); setExpFog(300, 1400, 0.5, 0.5, 0.5, 0); // If the team nationalites change in this file... [more] |
33 | 2316 | Dec 23, 2008 06:19 pm by bcl8n ![]() |
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MP FX in Codw@w has been fixed Call of Duty: World at War : CoDWW MP Mapping Thanks for posting this info, has anyone actually tried this method? I gave it a go on my little test map and I could not get it to work at all. Maybe I am missing something fundamental. Thanks again for posting the info, for now its back to making my ... [more] |
33 | 2316 | Dec 23, 2008 04:11 pm by bcl8n ![]() |
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missingassets.csv Call of Duty: World at War : CoDWW MP Mapping Thanks for your quick reply. I am just trying to get used to the differences between cod4 mapping and cod:ww. So what you are saying is that any missing assets should automatically be placed in the 'yourmapname.csv' after running the map? If so thi... [more] |
4 | 925 | Dec 20, 2008 06:41 pm by bcl8n ![]() |
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