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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: New Tutorial Exploders
StrYdeR
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Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Category: CoDUO Mapping
Posted: Monday, Feb. 21, 2005 12:38 pm
Hey all,
I put together a tutorial a tutorial on using exploders with pictures. It is written for CoD but works exactly the same with UO (though the textures may appear differently. It is step by step and covers making a breakable wall, a breakable window, using edploderchunks and exploder effects.
You can view the tutorial here and as well I made available a suppliment file that contains the .map, .bsp, and required .gsc's. You can get the suppliment file(s) here
Any comments (good or bad) are appreciated [angryalien]
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m4dmax
General Member
Since: Jan 27, 2005
Posts: 31
Last: Mar 29, 2008
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Level 2
Category: CoDUO Mapping
Posted: Monday, Feb. 21, 2005 07:35 pm
awesome, the last tutorial ("breakable windows without scripting!") was good enough for me but yours is more in-depth and somewhat easier to understand. [devilishgrin]
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T.E.C.-Leader
General Member
Since: Sep 23, 2004
Posts: 214
Last: May 4, 2005
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Level 4
Category: CoDUO Mapping
Posted: Monday, Feb. 21, 2005 08:49 pm
Now that my friend is a great one. Very well explained and detailed. Good job on this. Thumbs up!

T.E.C.-Leader [angryalien]
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Feindflug
General Member
Since: Aug 14, 2004
Posts: 103
Last: Feb 20, 2006
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Level 4
Category: CoDUO Mapping
Posted: Monday, Feb. 21, 2005 11:49 pm
Stryder I use a similar script exploder method and mine works fine, but when it explodes i see a yellow beam that looks like a cylinder shoot up into the sky, how do i fix this glitch.
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StrYdeR
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Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Category: CoDUO Mapping
Posted: Tuesday, Feb. 22, 2005 12:46 am
@hotguywpi
that sounds like you are describing the fireflower effect, which is a default effect that the engine uses in place of the .efx file that it cant find

check your .gsc for a typo and make sure that the effect you are trying to use exists and is in the proper location (did you type it right?) [angryalien]

BTW - thanks for the positive feedback
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AnnoYeD
General Member
Since: Sep 21, 2004
Posts: 116
Last: Apr 26, 2006
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Level 4
Category: CoDUO Mapping
Posted: Tuesday, Feb. 22, 2005 04:06 am
hi there,

Stryder this a fantastic tutorial about the exploders, really helpful [smokin]

what im wondering is in the kharkov1 level in UO when u do the artilery strikes big chunks fall from the buildings to the ground, this also happens with the lighthouse in the sicily1 level. What im wondering is the falling effect achieved by connect a 'path' of script_origins where the script_brushmodel will fall?

i hope you can understand me mate :razz:

cheers ben
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StrYdeR
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Since: May 11, 2004
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Last: Oct 7, 2021
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Category: CoDUO Mapping
Posted: Tuesday, Feb. 22, 2005 04:57 am
what you are describing is different than exploder chunks....and exploders for that matter

that is a scripted event that would follow along the same lines, except you may note that the pieces follow the same path every time you play...that is because they are following a path

there is multiple ways you can do this (if you looked in the gsc's for the maps you named - you would find them) but in essence it is the same as moving a brush (as described in the getting started in scripting tutorial) only each brush is going to have a path, and instead of specifying moveto coordinates, you can link a script_origin and moveto --> target

it is late here - so i hope that explains it well enough...if not, ask and i (if not the community...there are plenty of brilliant mappers and scripters out there) will do what we can to help [angryalien]
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AnnoYeD
General Member
Since: Sep 21, 2004
Posts: 116
Last: Apr 26, 2006
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Level 4
Category: CoDUO Mapping
Posted: Tuesday, Feb. 22, 2005 05:04 am
Thank you heaps mate, ill check that out when im finished school for today. (year 12 so last year [devilishgrin] )

BTW im thinking of making a map showing how to get higgins boats to move and open their ramps when theyve finished moving. would it be better to do this in tutorial form or just a downloadable map with some explanations.

Also all credit with the moving higgins goes to phantomdentist who was kind enough to give some of his time to show me how to do this, Thanks mate [biggrin]

cheers ben
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StrYdeR
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Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Category: CoDUO Mapping
Posted: Tuesday, Feb. 22, 2005 12:36 pm
Quote:
BTW im thinking of making a map showing how to get higgins boats to move and open their ramps when theyve finished moving. would it be better to do this in tutorial form or just a downloadable map with some explanations.

if you are talking about a tutorial....my experience is that the more information you can provide the better....mapping for dummies isn't really what it is, but in essence it is!...lol....when i do a tut i try and make it as detailed and in depth as possible (explaining every step) so that not only experienced mappers can draw on it, but new ones as well...but your tut...do it your way [angryalien]
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gefdi
General Member
Since: Feb 6, 2004
Posts: 14
Last: Mar 10, 2005
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Level 1
Category: CoDUO Mapping
Posted: Wednesday, Feb. 23, 2005 07:38 pm
Hi, just another big THX to StrYdeR for clearing this up. Indeed good info and nice to have a pic of each step. It helps noobs like myself a lot. It often occurs that experienced mappers know what they talk about so they skip info that makes sense to them but not to the noob.

So again, THX!
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