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Latest Posts by HarkoninVSC
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Linking Door Handle to a Moving Door
Call of Duty 4 : CoD4 Scripting
You have several options; 1) Place the "doorhandle" in the editor and link it to the door. Then call it in script with doorhandle = self.target 2) use the linkto function in script eg..doorhandle linkto(door) As far as placement of the code sni... [more]
5 1505 Apr 24, 2008 02:19 pm
by HarkoninVSC
How to- explosive_models
Call of Duty 4 : CoD4 MP Mapping
Darn typos! Code: if(isdefined(self.script_fxid) self.fx = loadfx(self.script_fxid); Code: playfx(self.fx, self.origin); edited on Apr. 21, 2008 06:19 pm by HarkoninVSC... [more]
12 1731 Apr 21, 2008 10:16 pm
by HarkoninVSC
How to- explosive_models
Call of Duty 4 : CoD4 MP Mapping
Also if you want interchangeable FX I would use this entry; Code: if(isdefined(self.script_fxid) self.fx = loadfx =(self.script_fxid); instead of Code: level.breakables_fx["explode"] = loadfx( "explosions/grenadeexp_metal" ); and add a ... [more]
12 1731 Apr 21, 2008 09:23 pm
by HarkoninVSC
Moving HUD-Elem
Call of Duty 4 : CoD4 Scripting
It would be easier to run a search for "Aimbot" on fpsbanana or a similar website. Keep in mind punkbuster will detect it.... [more]
4 1339 Apr 20, 2008 12:43 am
by HarkoninVSC
Getting Nearest Object
Call of Duty 4 : CoD4 MP Mapping
Survey says?... [more]
6 1231 Apr 16, 2008 10:41 pm
by HarkoninVSC
Getting Nearest Object
Call of Duty 4 : CoD4 MP Mapping
Yes we know that "script" objects work, but my question was for "world" objects not "script" objects. I'm also looking at "classname" for multiple objects not "targetname" for individual entities.... [more]
6 1231 Apr 16, 2008 08:01 pm
by HarkoninVSC
Getting Nearest Object
Call of Duty 4 : CoD4 MP Mapping
I'm really bored and at work so I was thinking about scripting collision by "getting the nearest object". Now I know you can track entities with class types such as ("script_model","classname"); but can you also use ("world","classname");? For exam... [more]
6 1231 Apr 16, 2008 12:01 am
by HarkoninVSC
Problem with Alphawolfs 4 step fx tutorial
Call of Duty 4 : CoD4 Scripting
Decoder says; Quote:Actually this thread was posted a few days ago, it was on the first page and therefore relevent imho. My point exactly. If the search option was used with the words FX and tutorial it would have turned up atleast a dozen threa... [more]
16 1703 Apr 15, 2008 04:19 am
by HarkoninVSC
Problem with Alphawolfs 4 step fx tutorial
Call of Duty 4 : CoD4 Scripting
That method will "work" but it uses redundant files and folders. For a more efficient way read my post. P.S. This topic has been done NUMEROUS TIMES already.... [more]
16 1703 Apr 15, 2008 03:56 am
by HarkoninVSC
Making Dynamic script models
Call of Duty 4 : CoD4 MP Mapping
Heres the latest version. Most of it works but the rotation time and angles are still a little off. Any help would be appreciated. Code: dyna_think() { targetdamage = 0.1; totaldamage = 0; self setCanDamage(true); while(true) { self ... [more]
23 1778 Apr 13, 2008 09:13 pm
by HarkoninVSC
Making Dynamic script models
Call of Duty 4 : CoD4 MP Mapping
Yeah either way it works with fraction or position, thats not the problem. My problem is with rotation, basically even with the pos check it can still rotate partially under the floor/ground. What I wanted was to round off the rotation to match the fl... [more]
23 1778 Apr 13, 2008 06:11 pm
by HarkoninVSC
Making Dynamic script models
Call of Duty 4 : CoD4 MP Mapping
Ok so update, I'm using a bullet trace for Z positioning, so it has a downward "pull". Not exactly gravity but it does the trick for a quick and dirty way. I can get movement and distance as well, but the rotation is a little off anybody see an easier... [more]
23 1778 Apr 13, 2008 05:41 pm
by HarkoninVSC
infinity ward forums offline
Call of Duty 4 : CoD4 MP Mapping
They've only been down for 2 days.... [more]
11 1171 Apr 13, 2008 04:53 pm
by HarkoninVSC
Making Dynamic script models
Call of Duty 4 : CoD4 MP Mapping
I can get all three to work individually, i uncommented them for posting purposes.... [more]
23 1778 Apr 13, 2008 04:11 pm
by HarkoninVSC
Making Dynamic script models
Call of Duty 4 : CoD4 MP Mapping
Alrighty then, I'm having some minor issues within the script. So far I've been able to get an object to rotate to the target position, moveto the target position or have gravity. I can't seem to get all 3 functions to work together however. ANy help is ... [more]
23 1778 Apr 13, 2008 03:48 pm
by HarkoninVSC
Making Dynamic script models
Call of Duty 4 : CoD4 MP Mapping
O.K. I'll have to modify the movegravity then, thanks.... [more]
23 1778 Apr 12, 2008 12:59 pm
by HarkoninVSC
Making Dynamic script models
Call of Duty 4 : CoD4 MP Mapping
Yep I noticed that, had to add clip with the linkto function. Here is the question, is the physicslaunch command clientside only? If so its redundant since I'm doing this to circumvent the limitation of dynamic models.... [more]
23 1778 Apr 12, 2008 12:50 pm
by HarkoninVSC
Making Dynamic script models
Call of Duty 4 : CoD4 MP Mapping
The movegravity command seems to only kick in with explosions and melee attacks. I'm at work so can't check this but does the physicslaunch command work in MP I know the script ref says SP only but we know how accurate that is, lol. ... [more]
23 1778 Apr 11, 2008 11:27 pm
by HarkoninVSC
Modifying Patches
Call of Duty 4 : CoD4 MP Mapping
Harkonin said; Quote: Press V for the vertices, click on vertices to select them by column, click it again to change direction of column. Once is the X axis. Twice is the y axis. Ctrl shift A = add a column Ctrl shift Q = delete a column... [more]
6 1555 Apr 11, 2008 12:52 am
by HarkoninVSC
Modifying Patches
Call of Duty 4 : CoD4 MP Mapping
Press V for the vertices, click on vertices to select them by column, click it again to change direction of column. Once is the X axis. Twice is the y axis. Ctrl shift A = add a column Ctrl shift Q = delete a column Ctrl shift x = clip col... [more]
6 1555 Apr 10, 2008 11:46 pm
by HarkoninVSC
Making Dynamic script models
Call of Duty 4 : CoD4 MP Mapping
Update, I've gotten it to work but am currently debugging the collision. The problem I had before was the ent was not being recognized so I added a isdefined command. Trying to get collision with several traces, I'll keep you guys posted.... [more]
23 1778 Apr 10, 2008 05:31 pm
by HarkoninVSC
Making Dynamic script models
Call of Duty 4 : CoD4 MP Mapping
Ok so I've been trying to mimic dynamic movement with script_models and brush_models with this script. The code seems sound and does not return any errors but the objects and brushes also don't do anything. Any suggestions would be greatly appreciated ... [more]
23 1778 Apr 10, 2008 03:11 pm
by HarkoninVSC
[Add Tutorial] How to make a working door for COD4
Call of Duty 4 : CoD4 MP Mapping
HarkoninVSC says Quote: For example if one door is opening north and you want another to open south you'll copy the original door origin and trigger and rotate it 180 degrees. If you can't get that to work you could define left and right in scr... [more]
44 2660 Apr 10, 2008 12:56 am
by HarkoninVSC
[Add Tutorial] How to make a working door for COD4
Call of Duty 4 : CoD4 MP Mapping
Yes, you can.... [more]
44 2660 Apr 8, 2008 11:32 pm
by HarkoninVSC
Breakable wall\window help
Call of Duty 4 : CoD4 MP Mapping
Better yet make them dynamic_brushmodels, type/destruct, destroyEfx/yourchoosing. ... [more]
12 1295 Apr 5, 2008 04:03 pm
by HarkoninVSC
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