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Topic | Replies | Views | Last Post | |
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 |
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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 |
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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 |
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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 |
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Getting Nearest Object Call of Duty 4 : CoD4 MP Mapping Survey says?... [more] |
6 | 1231 | Apr 16, 2008 10:41 pm by HarkoninVSC |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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[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 |
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[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 |
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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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