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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Adding Headquarters HELP!
Twig_Masters
General Member
Since: Nov 5, 2004
Posts: 31
Last: Jul 17, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Saturday, Aug. 1, 2009 08:48 pm
I need a little help figuring out what I am missing. I have followed the following tutorial linked from the mod tools...

Quote:
Headquarters
HQ uses TDM spawn entities, so there are no extra spawns to be placed for this game type. To set up a map for HQ, up to 7 locations need to be set up as HQ points. Interior locations tend to work the best for an HQ location.

To set up an HQ location, place a trigger/multiple brush entity covering the volume of a location. This is the space a player needs to touch in order to capture or destroy the HQ point. This trigger should have a targetname value of “radiotrigger”.

Inside of each of these triggers, place a war_hq_obj.map prefab. There must be one for each of the 7 triggers, and each one must be fully inside of a trigger volume. These crates will appear and disappear along with the currently activated HQ location.


When I load the map I change the gametype by typing "g_gametype hq" in the consol and restart the map. It by default switches to free for all. What am I missing?

BTW I have TDM, DM, SD and SAB working on the map. Headquaters and Domination are still giving me problems.
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sudswu
General Member
Since: Mar 19, 2008
Posts: 104
Last: Sep 5, 2010
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Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Aug. 1, 2009 09:05 pm
i got this :)

hq is actually called king of the hill

so do

/g_gametype koth

and as long as you have all the hq locations correct you are good to go

copy and past one out of a prefab to save time (you need the box and the trigger that goes around it
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Twig_Masters
General Member
Since: Nov 5, 2004
Posts: 31
Last: Jul 17, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Saturday, Aug. 1, 2009 09:42 pm
Oh... now I feel stupid [banghead]

Why did they change the name to KOTH when it is still Headquaters? Oh well, Thanks

Now maybe you could clear up why my DOM isnt working? I followed the tut from the mod tools but I am not sure what the "key/values" need to be set to for the flags and the script origins I placed next to them.

Thanks again.
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Twig_Masters
General Member
Since: Nov 5, 2004
Posts: 31
Last: Jul 17, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Saturday, Aug. 1, 2009 10:02 pm
Well I guess I should have tested my map before I made my last post. Now when I try to test HQ... oops I mean KOTH, the map loads and then suddenly switches to backlot and free for all.

Any ideas?

Oh and it does the same for Domination... [confused]
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sudswu
General Member
Since: Mar 19, 2008
Posts: 104
Last: Sep 5, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Aug. 1, 2009 10:27 pm
does it still load in dm and tdm?

if it does then it will be something you did with your hq objects

if it wont load at all u probably have another error like a leak or missing file

look out for

LEAKED

when u compile bsp

then in radiant go to file>pointfile and look on the map for a big red arrow, that will show holes in portals and skyboxes (i have an annoying leak in a portal...seeing into itself ...LIES!
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Twig_Masters
General Member
Since: Nov 5, 2004
Posts: 31
Last: Jul 17, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Saturday, Aug. 1, 2009 10:36 pm
It still loads in TDM when I test it from the mod tools. When I load DM, SD or SAB it works fine. It only seems to be KOTH and DOM that aren't working.

Any suggestions?
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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: CoD4 MP Mapping
Posted: Saturday, Aug. 1, 2009 11:31 pm
Both koth and sab abort level for 2 reasons:

1. The spawns arent set up properly.

2. The objectives arent set up properly.

For the spawns, the minimum is 1 axis start spawn, and 1 allies start spawn, and 1 mp_sab_spawn allies, and 1 mp_sab_spawn_axis.

For the objectives, the commonest problem with koth is that the koth prefab isnt totally inside the trigger. No part of it must be outside the trigger.
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Twig_Masters
General Member
Since: Nov 5, 2004
Posts: 31
Last: Jul 17, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Sunday, Aug. 2, 2009 01:52 am
I am still having a difficulty getting the map to load in KOTH or DOM.

I even did a test using the "mp_test" map included with the mod tools. I followed the tutorial to the letter for setting up KOTH. When I load the map, change to KOTH and restart the map, it loads then suddenly changes maps to backlot FFA.

This is so frustrating... there has to be something Im missing.

I have made sure each "war_hq_obj.map" prefab is completely inside a "trigger/multiple" brush entity with the key/value "radiotrigger".
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Twig_Masters
General Member
Since: Nov 5, 2004
Posts: 31
Last: Jul 17, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Sunday, Aug. 2, 2009 02:49 am
Well Im not sure how but I fixed it. The only thing I can figure is one of the "war_hq_obj.map" prefabs wasnt completely inside a trigger. Probably because the box beneath it was below the ground level. I probably didnt stretch the trigger down below it far enough.

Anyway its working now. [crazy]

Now can someone clear up what the "key/values" for the flags and script/origins are for Domination? The tutorial is a little unclear on what settings go where....

Quote:
From domination tutorial included with mod tools

... Next, 3 DOM flags must be placed throughout the map. Generally these are either placed in a “line” from the friendly to enemy base, or are evenly placed around asymmetrical maps.

To place a prefab, right-click in the 2D view of Radiant and choose the misc/prefab option. Browse to the map_source/prefabs/MP directory and place dom_flag_primary_a.map, dom_flag_primary_b.map and dom_flag_primary_c.map in the appropriate locations.

Next to each flag, place a script/origin entity. The settings of this entity determine friendly and enemy spawning when that flag is captured. (For instance, if linkto has two values, enemies might spawn at either one of those locations when friendlies have that flag captured.)

The middle B flag in a linear map would have the following settings:

script_linkname: flag2 script_linkto: flag1 flag3 targetname: flag_descriptor

Flag A and Flag C would have a linkname value of flag1 and flag3, respectively. In a linear map, Flag A would have a linkto value of flag2. However, with an asymmetrical layout it might have a script_linkto value of flag2 flag3.


Do these settings go on the flags or the scrip origins? Im so confused.... [crazy]

Thanks in advance
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