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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: A few "finishing up" questions.
Bubba-E
General Member
Since: Oct 24, 2004
Posts: 96
Last: Apr 19, 2006
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Level 3
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 04:01 pm
What's the differnce between a Deathmatch spawn, Teamdeathmatch spawn, retrival spawn, etc. Do you have to place each kind to support that kind of gametype?

And once you place that start location, how do you know which way the player will be pointing when he is spawned?

Now, one last question. The light models, like bulbs, etc, do they emit their own light or do you have to place lights were they are?
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={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 04:07 pm
1. a teamdeathmatch spawn is for tdm only. A ret spawn is for ret only. I forget how to get the arrows to show up...but they appear for me in 3D view anyway.

2. xmodels are xmodels, you need to place your own lights.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 04:09 pm
ok firstly, each spawn point is essential for their corresponding game types. Try right click and going to mp, then select a death match spawn, place it where you want and make sure its not touching anything, then go to the same place and get a deathmatch_intermission (spectators spawn here) and place that where it cant touch anything and ta da! you've created the Deathmatch game type [smile] .

Secondly as far as i know none of the xmodels produce their own light, so right click again and select light, then place it near one of you light bulbs and hit "K" to choose the colour of your light, once your done with that you can press "N" and where it says "Key" type this: "Light" (without quotes) then where it says "Value" type in a number from 1 to 300 (possibly more) then hit enter and compile your map, you should beable to see the new lights and you will be able to play death match.

p.s Team Deathmatch also works in the same way :2guns:

Oh yeah and if you wanna position the spawn points to face a direction hit the "R" button and then use you left mouse button to change the direction (hold and drag) an arrow will appear and move.
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Bubba-E
General Member
Since: Oct 24, 2004
Posts: 96
Last: Apr 19, 2006
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Level 3
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 04:41 pm
Alright, thanks.

Now a bunch more questions...

1. How do you make it so the Allied team always starts on one side and the Axis the other?

2. This one I don't need for this map but it may come it handy later... How do you change Allied team? The defult it American, but how do I make them British or Russian?

3. How do you make it so you have a map in the game?

4. What do you do with the GSC file? I know you put things in it so you can drive vehicles, etc. But what do you do with it?

5. How do you make a PK3? I would prefer a good detailed guide.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 05:50 pm
Scripting (.gsc) by Stryder

Making a .PK3 by Kryton

These i found in the tutorials section, they explain.

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Bubba-E
General Member
Since: Oct 24, 2004
Posts: 96
Last: Apr 19, 2006
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Level 3
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 06:50 pm
Eh, thanks but I don't need to learn how to move things. I need to learn how to make the Allied team a differnt country, and a map in the game, and teams starting in the same general area.
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Filbert
General Member
Since: Jan 24, 2005
Posts: 869
Last: Oct 21, 2009
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Level 7
MODSCON
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 07:41 pm
I believe you do that in your .gsc file. Exactly how, there are some tutorials or videos I'm sure.
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={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Sunday, Mar. 13, 2005 10:11 pm
put this in your .gsc:

Code:
game["allies"] = "american";
game["axis"] = "german";




Replace 'american' with british or russian to change what team will be loaded in the map.
[pimp]
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Bubba-E
General Member
Since: Oct 24, 2004
Posts: 96
Last: Apr 19, 2006
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Tuesday, Mar. 15, 2005 01:53 am
Thanks Devil.

Another question... Three actualy.

1. I still don't know how to show the angle that the Intermission and spawns are at.

2. How do I add music to my map, as in playing all the time and not fading in/out.

3. How do I have music/sound at a single point, like at a radio, but it fades in/out as you go farther/closer to/from it?
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Filbert
General Member
Since: Jan 24, 2005
Posts: 869
Last: Oct 21, 2009
[view latest posts]
Level 7
MODSCON
Category: CoDUO Mapping
Posted: Tuesday, Mar. 15, 2005 02:04 am
To show which way a spawn point or intermission faces highlight it, enter the entities menu ("n" key), the rotate it from there. Even if you rotate it 360ยบ, it will now show an arrow.
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