Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 7 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty: World at War
Category: CoDWW Scripting
Scripting and coding with Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: Help impliment a new Gametype GSC. ??
zblimp
General Member
Since: Nov 10, 2006
Posts: 52
Last: Feb 20, 2011
[view latest posts]
Level 3
Category: CoDWW Scripting
Posted: Sunday, Apr. 26, 2009 06:15 pm
Hey guys I am working on trying to bring a base assault gametype to cod W@W, can any1 help out a bit.

Once i have finished with the scripting in the gametype gsc what is neccesary in order to get it to work in game??

Any help would be much appreciated.



Share |
techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Scripting
Posted: Sunday, Apr. 26, 2009 06:28 pm
Well if you think about it Base Assault is just Search And Destroy but for both teams and all the targets have to be destroyed. So I would start there, things like HUD icons, effects and bunkers can be added later.

Pick apart the S&D script, play around with it, or you could of course try making it from scratch.
Share |
zblimp
General Member
Since: Nov 10, 2006
Posts: 52
Last: Feb 20, 2011
[view latest posts]
Level 3
Category: CoDWW Scripting
Posted: Sunday, Apr. 26, 2009 06:52 pm
Thanks techno for point in that direction I will try that.

Let me ask, when I want to test out my modified S&D gsc will it compile from the original location in the raw folder, or does the modified S&D need to go into the IWD?
Share |
techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Scripting
Posted: Sunday, Apr. 26, 2009 07:04 pm
Start simple:

Activision\Call of Duty - World at War\raw\maps\mp\gametypes

Copy the SD.gsc script, rename it so bas.gsc and then in your levels zonesource (mp_yourmapname.csv in zone_source) add:

rawfile,maps/mp/gametypes/bas.gsc

(to make sure it's loading it)

Then compile your levels fast file again (use create map in launcher and use the default mp map) and then go in game:

/g_gametype bas
/map mp_yourmapname

Might work, it was simple in COD2 but now you have to pack the new .gsc and possibly call it, you might have to read through all the scripts in the gametypes folder to do that.
Share |
zblimp
General Member
Since: Nov 10, 2006
Posts: 52
Last: Feb 20, 2011
[view latest posts]
Level 3
Category: CoDWW Scripting
Posted: Sunday, Apr. 26, 2009 07:13 pm
Ahhh yes some really good information, I will do that thanks alot on that I will start with that. [thumbs_up]
Share |
zblimp
General Member
Since: Nov 10, 2006
Posts: 52
Last: Feb 20, 2011
[view latest posts]
Level 3
Category: CoDWW Scripting
Posted: Saturday, May. 2, 2009 12:46 am
thanks techo that worked great i managed to get a custom gametype gsc running into the game that way [rocking]
Share |
DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Saturday, May. 2, 2009 05:31 am
techno2sl writes...
Quote:
Well if you think about it Base Assault is just Search And Destroy but for both teams and all the targets have to be destroyed. So I would start there, things like HUD icons, effects and bunkers can be added later.

Pick apart the S&D script, play around with it, or you could of course try making it from scratch.


I cant agree that BAS is just S&D for both teams. The defining point of BAS is that the targets are 2-stage destructions. You might blow up the entrance to the bunker, but you have to finish the job by planting the final bomb. That gives time for the enemy team to get back to their bunker and defend it. That principle gave BAS its great tug-of-war effect, which aficionados of the game loved so much.

Demolition by Ravir for vCOD and UO had multiple bombsites which had to be destroyed. Each team had up-to 3 such sites each, but blowing them up was only 1-stage, and it just made it DOM but with bombsites. It wasnt a particularly popular gametype because of that, I think.
Share |
techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Scripting
Posted: Saturday, May. 2, 2009 12:09 pm
The 2 (or even 3 or 4) stage destruction can be done simply with script_exploders. It's only something to stop you from getting to the bomb plant trigger, you can then tie these entities to a script and even create the damage meter on the HUD.

I didn't mean that S&D and BAS are the same, but that the basic principal is the same and changing the scripts from S&D to a BAS style (basically stopping it from ending until all Objs are complete) would be much easier that working from scratch.
Share |
DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Saturday, May. 2, 2009 01:13 pm
do you know, this thread has solved a headache Ive had for a while.

Basically, I ported UO's BAS over to WaW but I dont know any 3D modellers to make the bunkers for me (see my other post in answer to zblimp for details of what Im talking about), and so I was stumped. I couldnt move for lack of a bunker. But once I started thinking about what BAS actually is, I came up with an entirely do-able solution.

What Im doing now is putting 3 SAB objectives per team (so, up to 6 in all) in a house of some kind, the entrance to which have to be destroyed before entry can be gained (there is a dvar to determine how much damage the entrance has to take. Like in the original BAS, you can make it really easy, or incredibly hard to penetrate the entrance).

Once you're in, you then have to blow up the SAB objective in the usual way.

The code is snaffled from stock WaW DOM and SAB, and so far its looking very good.

Ive also snaffled the multi bomb code from Ravirs Demolition, so that the team have enough bombs to blow up the objecitves.
Share |
zblimp
General Member
Since: Nov 10, 2006
Posts: 52
Last: Feb 20, 2011
[view latest posts]
Level 3
Category: CoDWW Scripting
Posted: Saturday, May. 2, 2009 11:37 pm
have you looked at killers base assault gsc that he made for cod4? i have tried to use it, it mostly works i had some trouble with a couple dvars that he used though. But i did get it into the w@w.

killers base assault was a very good basic version to look at. the only things i would prefer to be different would be the bases used which are tanks. also i would rather the base damage bars be moved to the bottom.
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty: World at War : CoDWW Scripting

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»