Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 90 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty 2
Category: CoD2 SP Mapping
Call of Duty 2 single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: dont see mortar explosions
ivan_cro
General Member
Since: Jul 21, 2008
Posts: 463
Last: Oct 27, 2010
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Monday, Oct. 26, 2009 07:23 pm
In my cod 2 sp map, I've made an mortar team. I have followed the tutorial, I have made an actor, made him spawner, made a trigger_multiple, connected the trigger to actor, i have connected pathnodes to script_origins, write in my gsc....but I just cant see the explosion. The guy fires, I hear sound of falling, but no explosions, but i see it explode excatly where I have put the script_origin to. But just, I dont see it explodes..

thx,

ivanfilip
Share |
LennardN95
General Member
Since: Sep 9, 2009
Posts: 35
Last: Oct 26, 2009
[view latest posts]
Level 2
Category: CoD2 SP Mapping
Posted: Monday, Oct. 26, 2009 07:31 pm
show me the script you used.
Share |
ivan_cro
General Member
Since: Jul 21, 2008
Posts: 463
Last: Oct 27, 2010
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Monday, Oct. 26, 2009 07:58 pm
#include maps\_utility;
main()
{

setCullFog (300, 3500, 25/256, 45/256, 48/256, 0.1);

maps\_flak88::main("xmodel/german_artillery_flak88_nm");
maps\_load::main();
maps\_mortarteam::main();
maps\sptestmap_fx::main();
ambientPlay("ambient_sptestmap");

thread firesound();

level.player takeallweapons();
level.player giveWeapon("colt");

level.player takeallweapons();
level.player giveWeapon ("m1garand");
level.player giveWeapon ("thompson");
level.player giveWeapon ("fraggrenade");
level.player switchToWeapon ("m1garand");

}

firesound()
{

firesound = getent("bigfire","targetname");

firesound PlayLoopSound("bigfire");

}
Share |
COD4GRC
General Member
Since: Aug 12, 2007
Posts: 44
Last: Jan 30, 2010
[view latest posts]
Level 2
Category: CoD2 SP Mapping
Posted: Monday, Oct. 26, 2009 10:22 pm
make sure you add the following line to your _fx file:

level.mortar = loadfx ("fx/explosions/artilleryExp_dirt_brown.efx");
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Call of Duty 2 : CoD2 SP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»