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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
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Author Topic: Convert Search and Destroy to Base Assault?
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 01:42 am
There are 3 main things to change in the sd gsc to bas. I am a noob at this but i have managed to get a custom gametype recognized and run in game. So if there is any1 that can help it would be much appreciated.

1) in sd 1 team is designated as attacker and 1 as defender. i need to turn both teams into attackkers and defenders ( i think lol). I think this is the script to change in the sd gsc:
-----------------------------------------------------------------------------------------------------------------------------------
maps\mp\gametypes\_spawning::create_map_placed_influencers();

level.spawn_axis_start = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_sd_spawn_defender" );
level.spawn_allies_start = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_sd_spawn_attacker" );
---------------------------------------------------------------------------------------------------------------------------------


this scripting looks to set the allies auotmaticly as the attacker

2)there is a bomb that has to be picked up in order to plant an eplosive, this needs to be changed so that any1 can plant with out having to pick up a bomb. i think the part to change is in here:
-------------------------------------------------------------------------------------------------------------------------
bombs()
{
level.bombPlanted = false;
level.bombDefused = false;
level.bombExploded = false;

trigger = getEnt( "sd_bomb_pickup_trig", "targetname" );
if ( !isDefined( trigger ) )
{
maps\mp\_utility::error("No sd_bomb_pickup_trig trigger found in map.");
return;
}

visuals[0] = getEnt( "sd_bomb", "targetname" );
if ( !isDefined( visuals[0] ) )
{
maps\mp\_utility::error("No sd_bomb script_model found in map.");
return;
}

precacheModel( "weapon_explosives" );
visuals[0] setModel( "weapon_explosives" );

if ( !level.multiBomb )
{
level.sdBomb = maps\mp\gametypes\_gameobjects::createCarryObject( game["attackers"], trigger, visuals, (0,0,32) );
level.sdBomb maps\mp\gametypes\_gameobjects::allowCarry( "friendly" );
level.sdBomb maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "compass_waypoint_bomb" );
level.sdBomb maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_bomb" );
level.sdBomb maps\mp\gametypes\_gameobjects::setVisibleTeam( "friendly" );
level.sdBomb maps\mp\gametypes\_gameobjects::setCarryIcon( "hud_suitcase_bomb" );
level.sdBomb.allowWeapons = true;
level.sdBomb.onPickup = ::onPickup;
level.sdBomb.onDrop = ::onDrop;
}
else
{
trigger delete();
visuals[0] delete();
}


level.bombZones = [];

bombZones = getEntArray( "bombzone", "targetname" );

for ( index = 0; index < bombZones.size; index++ )
{
trigger = bombZones[index];
visuals = getEntArray( bombZones[index].target, "targetname" );

bombZone = maps\mp\gametypes\_gameobjects::createUseObject( game["defenders"], trigger, visuals, (0,0,64) );
bombZone maps\mp\gametypes\_gameobjects::allowUse( "enemy" );
bombZone maps\mp\gametypes\_gameobjects::setUseTime( level.plantTime );
bombZone maps\mp\gametypes\_gameobjects::setUseText( &"MP_PLANTING_EXPLOSIVE" );
bombZone maps\mp\gametypes\_gameobjects::setUseHintText( &"PLATFORM_HOLD_TO_PLANT_EXPLOSIVES" );
if ( !level.multiBomb )
bombZone maps\mp\gametypes\_gameobjects::setKeyObject( level.sdBomb );
label = bombZone maps\mp\gametypes\_gameobjects::getLabel();
bombZone.label = label;
bombZone maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "compass_waypoint_defend" + label );
bombZone maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_defend" + label );
bombZone maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "compass_waypoint_target" + label );
bombZone maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_target" + label );
bombZone maps\mp\gametypes\_gameobjects::setVisibleTeam( "any" );

---------------------------------------------------------------------------------------------------------------------------------------

3) in sd when an explosive is planted the others disappear, i need to have all explosive stay even when 1 is planted.

4) in sd there is only 2 explosives to plant i need to add a 3rd. this is probably the easiest to change.

if there is any1 that can help in any section it would be greatly appreciated

thanks [wink]



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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 05:07 am
This doesnt sound like BaseAssault - it sounds more like Demolition (a gametype created for vCOD by Ravir). Demolition had multiple bomb sites which the attackers had to destroy.

I would suggest you go to codfiles and download the original Demolition from there and use that as a template.

As for making both teams able to destroy the bomb sites, all you have to do is change the strings "friendly" and "enemy" to "any" as _gameobjects.gsc (which controls objective-based gametypes in WaW) has this code to decide the teams:

Code:
isRelativeTeam( relativeTeam )
{
	if ( relativeTeam == "friendly" )
		return true;
	if ( relativeTeam == "enemy" )
		return true;
	if ( relativeTeam == "any" )
		return true;
	if ( relativeTeam == "none" )
		return true;
	
	return false;
}


Don't use "none" as that is a "neutral" team used at the start of a gametype and the game wont actually start if its used.

As a sidenote, I ported over BaseAssault from UO, and like others working on it (SevenSniff for example), the code is all working I just dont have a Base model to use.

If I had a 3D artist (why is there such a lack of them in the COD community now? Is it the cost of Maya perhaps?), I could get him/her to make my design for me.

The problem has been that in UO, there is part of the Base which is underground. This has halted several project attempts to port BAS to WaW as it looked like the map would need maps specially made for, as you cant very well dynamically spawn a model with part of it underground.

My design, however, has the bunker entrance on the roof, with stairs at the back leading to the roof. From the entrance on the roof, there are stairs leading down into the bunker itself.

You first blow up the entrance on the roof to gain entry, go up to the now-open entrance via the stiars at the back (which remain intact of course), then go inside, down some stairs, and plant the bomb.

This design doesnt need maps built specially for it, as you can dynmically spawn it on any map of the right size. The stairs and stuff to ascend/descend are built using the collision models you can dynamically spawn in WaW (what a godsend that is!!!), placed in a stair-like configuration. The bunker walls, etc are also made "solid" by the spawnable collision models.

But as I say, I don't have a model so I cant finish the project. If anyone wants to collaberate with me on this, I reckon we could have it out in a month or so.

edited on May. 2, 2009 01:17 am by DemonSeed
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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 11:47 pm
ahh yes thanks for the help. i am new at this scripting but learning alot quickly. I have some basic experience with maya and i have imported a model before. if you would like to colaberate a bit I would be happy to work with some1 on this.

but i am glad there are others working on base assault. i wont stop working on this till base assault is on w@w.

ill post back when i have more results and if any1 can offer any help or suggestions it would be very much appreciated [wink]
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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: Sunday, May. 3, 2009 12:50 am
zblimp writes...
Quote:
ahh yes thanks for the help. i am new at this scripting but learning alot quickly. I have some basic experience with maya and i have imported a model before. if you would like to colaberate a bit I would be happy to work with some1 on this.

but i am glad there are others working on base assault. i wont stop working on this till base assault is on w@w.

ill post back when i have more results and if any1 can offer any help or suggestions it would be very much appreciated [wink]


Well, if you do the modelling, I'll do the coding. I code for a living, so its easy for me.

BTW - In the other thread about BAS that you started, I described an idea I had where you place 3 SAB objectives in a house (or bunker), and you have to bust the entrance door down first in order to get in. Then destroy the SAB objective.

Each team has their own set of objectives, and I could easily adapt the DOM code to handle which objective is active. All it needs is the room/bunker which destructable entrance made (say, in three or four stages of destruction to make it difficult).

In the end, the gametype would be a DOM-meets-SAB-meets-BAS type game.
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zblimp
General Member
Since: Nov 10, 2006
Posts: 52
Last: Feb 20, 2011
[view latest posts]
Level 3
Category: CoDWW Scripting
Posted: Sunday, May. 3, 2009 07:37 pm
sounds cool. it definately sounds like a better gametype than any offered on stock w@w. hey what if we do both gametypes base assault and this dom sab bas you are working on.

im going to go ahead and start on the bases


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355thSGTCLARK
General Member
Since: Nov 15, 2006
Posts: 45
Last: Jan 1, 2010
[view latest posts]
Level 2
Category: CoDWW Scripting
Posted: Sunday, Jul. 19, 2009 10:44 pm
Hey guys any word on how far you have got to making a usable base assault mod
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