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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: Some Odd (maybe impossible) requests
geshp
General Member
Since: Feb 12, 2005
Posts: 16
Last: Nov 4, 2006
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 07:18 am
I'm making a bloodsport arena map for CodUo. The three things I'm trying to do to the map, that I'm not sure are possible are:

1) Put the Americans against the Russians
2) Have a german audience watching behind a glass shield. I could work with it, if I could figure out how to put an AI character in a multiplayer map.
3) Have a german ring announcer's voice playing in the background. It doesn't have to give a play-by-play, I'd be happy with one wav/mp3 that just plays straight through the match in a loop. The only issue with this is actually finding someone who can speak German for x number of minutes.
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jonezy93
General Member
Since: Feb 6, 2005
Posts: 138
Last: Jul 12, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 07:35 am
i think Americans against Russia is a new idea. But i think its impossible. If u could figure out HOW, then the ppl will all download this map.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 10:33 am
1) Not possible, Axis HAVE to be german. There is however a "workaround". Create your own uniform/soldiertype to match an American one. They will still have the German weapons, but will look American.

2)AI in MP maps isn't possible. So movings and "cheering" Germans at the sidelines isn't possible. There are however xmodels for the German soldiers (xmodel/playerbody..... i think, check your xmodel directory) So you can put in none cheering ones. You can let them "walkaround" a bit by using the move functions in a gsc file. I've no idea how this will look though and how much work this will take to make.

3) Possible if you can find someone to talk German. Check out this tutorial about adding sound to your map. You could also make an ambient track instead of doing it this way. But the basics of creating the .csv is the same.
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 11:01 am
well since yer talkin about player bodies that move, how do i make a player body that looks dead in a custom position? like where hes in jail and his hands are holding onto the bars or sumthin.
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geshp
General Member
Since: Feb 12, 2005
Posts: 16
Last: Nov 4, 2006
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Tuesday, Mar. 15, 2005 04:33 am
I've actually been working on a mod to do an America vs USSR fight, but I haven't been able to figure it all out yet.

The five steps are:
1) Change the menu choice or the .gsc axis team from German to Russian
- I can do that, either way
2) Change the tab screen graphic
- Still looking, though I -did- manage to swing it saying 'Axis' instead of German, but the flag behind the name was still clearly German
3) Change the uniforms
- I tried making an americanrussian game script, but for some reason, the characters all have generic uniforms and no heads, and the Russians started out with no weaponry. *headscratch*
- If it's possible to put Germans in Russian uniforms, it might help. I haven't figured out how to do it though.
4) Change the voices
- So the Russians don't speak German in their vocal commands
(Still looking)
5) Change the weapons
(That one was actually easy)

The two ways I tried so far were
1) Trying to disguise the germans as Russians. This involves changing the local translation of German into 'Russian,' which I did, but I didn't manage to change uniforms or voices. This change is only in the pk3 file, so any other maps are not (should not) be affected.
2) Making axis 'Russian' in the map.gsc file. This required some copying and modification of scripts from the pak files included on the CD. This however, left the "generic uniform-no head' problem mentioned above.
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