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Forum: All Forums : Call of Duty 4
Category: CoD4 Scripting
Scripting and coding with Call of Duty 4.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: [REQ] Mod
sggassasin1996
General Member
Since: May 13, 2009
Posts: 32
Last: Sep 22, 2009
[view latest posts]
Level 2
Category: CoD4 Scripting
Posted: Tuesday, Sep. 22, 2009 11:29 am
hey i would like someone to help me here i need a mod for my maps but im finding it hard to make so i was woundering if any of you pepole would like to help me i need the following things


//cod deathrurmod//


1.sound/music for.. (main screan)

2.A butten that they get sent to a site

3.Main Screan pictur changed To A Pictur wich ill add at a later stage..

4.when spawn Weapons have no ammo

5.Change Team name to Death And Runners

6.make Death Run faster

//Plat (tie in with the deathrun)//

//A system so i can put names in somewhere and they get the following things//

1.faster Run

2.Higher Jump

3.(if can custom skins)]

4.color chat(if can)

thats all i need nothing more NOTHING less


evan if i can get losts of pepole to help me with like 1 thing each that would be great


so thank you for ur time


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Schranz0r
General Member
Since: Sep 8, 2009
Posts: 19
Last: May 29, 2011
[view latest posts]
Level 1
Category: CoD4 Scripting
Posted: Tuesday, Sep. 22, 2009 12:42 pm
cool idea to bring the CS-Mod Deathrun to CoD4 !
I can help you a littlebit with some things.
But i'm not the best scripter xD

You can add me on Xfire if you want: Schranz0r

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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD4 Scripting
Posted: Tuesday, Sep. 22, 2009 01:13 pm
1. custom HGW_Gameshell_v10.mp3 in yourmod.iwd\sound\
tut: http://www.youtube.com/watch?v=gtJuoKY9x5w
do not use fancy audio encodings

2. like you click ingame, it'll minimize the game and open an url in the default browser? impossible.

3. custom bg_front.iwi in yourmod.iwd\images\

4. demon seed gave you a working script already, or do you want something different?
Weapon but no ammo

5. maps\mp\gametypes\_globallogic.gsc
game["strings"]["allies_name"] = &"MP_SAS_NAME";
you either change the script to do it directly (dirty way)
or you use custom localizedstrings

6. setmovespeedscale per team in maps\mp\gametypes\_class.gsc
do you want them to be like 50% faster with any weapon than the other team or specific speeds per weapon class and team?

7. what the hell do you mean by "plat"?

8. a name check doesn't sound secure, guid would be better. but still, i don't like the idea at all 'cause it's basically admin-appointed cheating. two possibilities: using a config dvar with the names/guids or hardcoded in a gsc file

8.1 similar to 6. but with name/guid condition

8.2 i don't think that's possible as jump_height is a server dvar
setDvar( "jump_height", 64 );

8.3 custom skins/models for certain people only? well, have a look at the openwarefare mod for adjustable player models

8.4 color chat? isn't it available by default? ^1Red etc.
note that there is a interference with the circumflex accent key on german keyboards which makes it hard to use colors in chat
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD4 Scripting
Posted: Tuesday, Sep. 22, 2009 02:42 pm
5. in _scoreboard.gsc
Code:
	switch(game["allies"])
	{
	case "sas":
		setdvar("g_TeamName_Allies", &"STARGATE_SAS_SHORT");

i replaced MP_SAS_SHORT by STARGATE_SAS_SHORT and so on

then created a new *.str file in raw\english\localizedstrings called stargate.str
See? stargate.str --> STARGATE_...


in _globallogic.gsc:

game["strings"]["allies_name"] = &"STARGATE_SAS_NAME";

it was MP_SAS_NAME before


str file example:

Code:
// Note to translators:
// If a sentence is the same in your language then please change it to "#same"
//
// eg:
// LANG_ENGLISH  "HALT"
// LANG_GERMAN   "#same"
//
// (This is so we can tell which strings have been signed-off as ok to be the same words for QA
//  and because we do not store duplicate strings, which will then get exported again next time
//  as being untranslated.)
//
VERSION             "1"
CONFIG              "C:\trees\cod3\cod3\bin\StringEd.cfg"
FILENOTES           ""

REFERENCE           SAS_SHORT
LANG_ENGLISH        "Tau'ri"

REFERENCE           SAS_NAME
LANG_ENGLISH        "Ta'uri"

ENDMARKER


mod.csv:
Code:
localize,stargate
rawfile,maps/mp/gametypes/_scoreboard.gsc
rawfile,maps/mp/gametypes/_globallogic.gsc


list of teamname string references:

Code:
REFERENCE           MARINES_NAME
LANG_ENGLISH        ""

REFERENCE           SAS_NAME
LANG_ENGLISH        ""

REFERENCE           OPFOR_NAME
LANG_ENGLISH        ""

REFERENCE           SPETSNAZ_NAME
LANG_ENGLISH        ""

REFERENCE           MARINES
LANG_ENGLISH        ""

REFERENCE           SPETSNAZ
LANG_ENGLISH        ""

REFERENCE           OPFOR
LANG_ENGLISH        ""

REFERENCE           SAS
LANG_ENGLISH        ""

REFERENCE           MARINES_SHORT
LANG_ENGLISH        ""

REFERENCE           SPETSNAZ_SHORT
LANG_ENGLISH        ""

REFERENCE           OPFOR_SHORT
LANG_ENGLISH        ""

REFERENCE           SAS_SHORT
LANG_ENGLISH        ""
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD4 Scripting
Posted: Wednesday, Sep. 23, 2009 09:58 am
another note on 5.:

you don't have to create a new .str and edit stock scripts, you can also
- backup the stock .str (mp/mpui),
- truncate them but leavning the header and endmarker,
- fill in the entries you want to change (see teamname string references list above)
- compile mp/mpui (localize,mp ...)

it will overwrite the existing strings and leave the rest untouched
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