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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: Need a "Panzersperre" - Tank Barrier
phedon
General Member
Since: Oct 10, 2009
Posts: 23
Last: Apr 7, 2013
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Level 1
Category: CoDUO Mapping
Posted: Tuesday, Oct. 20, 2009 02:22 pm
He!
They are in in the game/mod but where can i find a xmodel of a
so called "Panzersperre"? click for translation.. Don't know, whats the right word for it in english [confused]

thanx in advance, guys!
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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: Tuesday, Oct. 20, 2009 02:29 pm
The german one "Dragons Tooth" can be made via a brush but I'm pretty sure UO had Dragons Teeth and Hedgehogs obstacles as stock xmodels in the game.
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ivan_cro
General Member
Since: Jul 21, 2008
Posts: 463
Last: Oct 27, 2010
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Level 5
Category: CoDUO Mapping
Posted: Tuesday, Oct. 20, 2009 02:31 pm
nope, cod uo dont have dragoon teeth xmodel, only hedgehog_lp
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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: Tuesday, Oct. 20, 2009 03:12 pm
A dragons tooth is one brush with the top edges pushed in slightly.

/_\
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ivan_cro
General Member
Since: Jul 21, 2008
Posts: 463
Last: Oct 27, 2010
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Level 5
Category: CoDUO Mapping
Posted: Tuesday, Oct. 20, 2009 03:57 pm
i know
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phedon
General Member
Since: Oct 10, 2009
Posts: 23
Last: Apr 7, 2013
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Level 1
Category: CoDUO Mapping
Posted: Wednesday, Oct. 21, 2009 12:14 pm
thx again!

i know hedgehog only from silenthunter ;)
nice. have so much questions, but i don't dare to ask you, mates [ohwell]


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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: Wednesday, Oct. 21, 2009 12:42 pm
The forums are for questions, so ask away.

Also check the tutorials section and the modsonwiki.com for even more information [thumbs_up]
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ivan_cro
General Member
Since: Jul 21, 2008
Posts: 463
Last: Oct 27, 2010
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Level 5
Category: CoDUO Mapping
Posted: Wednesday, Oct. 21, 2009 01:02 pm
techno sl and phedon, I wouldnt like to change topic but my tiger only raises turret to the front about 30 degrees and then it fires, works perfectly, but when i change script_origin lets say right or left of tank it still fires straight ahead. I tryed changing the (0,0,25) part, the coordinates of script_origin but its not working..thx :)
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phedon
General Member
Since: Oct 10, 2009
Posts: 23
Last: Apr 7, 2013
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Level 1
Category: CoDUO Mapping
Posted: Wednesday, Oct. 21, 2009 01:29 pm
i know, techno2sl, but i do search the forum first, before i ask sumthing that has been asked several times, you know?!

i would like to know,
1. how to add ambient music to a CoD:UO sp map?
i already found this:
http://www.modsonline.com/Tutorials-read-300.html.
i created several directories like soundaliases and soundloadspecs
putting the modified .csv-files into it, but when i compile the map, coduo says: "unknown sound alias".
do i have to create a .pk3 file first? so that ambient music works?

here my folder structure:

c:\games\Call of Duty1\ // that's clear
c:\games\Call of Duty1\uo // United Offensive
c:\games\Call of Duty1\uo\maps // my SP maps

tried to create the soundaliases-folder in all of them above, but cod keeps saying "unknown sound alias".

in the tutorials it's so easy, but in real life [duh]

2. is it possible to create several maps (e.g. map1 to map3), put them together into a pk3-file and use a trigger like that (pseudocode):

in map1.gsc

if (finishedallobjectives)
{
map map2
}



in map2.gsc


if (finishedallobjectives)
{
map map3
}

and so on? get it?


@IvanFilip: i would really really like to help you, but - i'm too lame!
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ivan_cro
General Member
Since: Jul 21, 2008
Posts: 463
Last: Oct 27, 2010
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Level 5
Category: CoDUO Mapping
Posted: Wednesday, Oct. 21, 2009 01:37 pm
for the first question: i know the answer:

1.) add ambientPlay("ambient_yourmapname"); to your .gsc file and save it. With the ; offcourse.

2.) add this to your soundaliases (.csv):

--copy under this line-- (not this one)
#This is your map's soundaliases file

name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage


#Ambient,,,,,,,,,,,,,,,,,,
ambient_yourmapname,,ambient/ambient_bastogne2_ext,0.45,,ambience,,,,,local,streamed,,looping,,yourmapname,,,,,,yourmapname

--copy up of this line (not this one)

Well, thats it for the ambient, --IvanFilip [biggrin]

p.s. please dont be mad on me i used the call of duty 2 soundaliases but i think its pretty much same... :) tell if error shows up :)

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