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Forum: All Forums : Call of Duty: World at War
Category: CoDWW SP Mapping
Call of Duty: World at War single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, supersword, playername, novemberdobby
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Author Topic: Singleplayer pak43 - flak88
Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
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Level 7
Im a fan of MODSonair
Category: CoDWW SP Mapping
Posted: Wednesday, Feb. 17, 2010 03:46 am
Hey.. I'm attempting to create a single player map with flak88's, pak43's, tanks, AI Anims and others as shown below.. but I have no clue where to start as there are not many tutorials to explain this for world at war in detail, There are some tutorials for the previous call of duty games but nothing explaining how to use anim's for world at war.. Is there anyone who could give me some pointers?

thanks

Herc







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zeroy
General Member
Since: Nov 26, 2007
Posts: 1055
Last: Dec 7, 2012
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Level 8
Category: CoDWW SP Mapping
Posted: Wednesday, Feb. 17, 2010 09:34 am
Im not overly informed on SP but looking at stock GSC from SP should help. For instance the /raw/maps/ber3_xxx.gsc files contain a lot of flak88 related functions.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 13, 2010
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Level 9
Category: CoDWW SP Mapping
Posted: Wednesday, Feb. 17, 2010 09:44 am
I have all the vehicles working and the flak88/triple 25 - I was going to put the pak43 in my map but decided not to. I'll have a look at it this evening though and put up a source file of everything as I haven't really added tutorials or source files in a while.
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
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Level 7
Im a fan of MODSonair
Category: CoDWW SP Mapping
Posted: Thursday, Feb. 18, 2010 02:25 am
thanks guys much appreciated
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 13, 2010
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Level 9
Category: CoDWW SP Mapping
Posted: Thursday, Feb. 18, 2010 03:24 am
I'm making a brief setup guide and prefabs of all the vehicles, but do people want their AI setups in there as well and example paths?

For instance, I've included a halftrack that will move once you setup the path, but I could have a basic path already there and the AI riding it or walking along side.
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
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Level 7
Im a fan of MODSonair
Category: CoDWW SP Mapping
Posted: Thursday, Feb. 18, 2010 06:19 am
the AI would be nice to have there also if its not a problem..

thanks
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 13, 2010
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Level 9
Category: CoDWW SP Mapping
Posted: Thursday, Feb. 18, 2010 06:49 am
So far I've made custom modules so you only need to do 3 things to get a vehicle in your level, place the prefab in, include the function call in the script and include the custom vehicle module.

I'm going about making global modules now as well as some vehicles use similar assets that don't need to be loaded twice, this will prevent errors in the compile log and keep things tidy.

I have a vehicle example level with some vehicles driving around etc along with the prefabs.

But I think it's also best to have a couple of separate examples of vehicles with different AI setups.

If the file doesn't get too big I'll do all of the vehicles in this way. Anyhow it's coming along nicely, next stop is making the sounds more user friendly.
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
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Level 7
Im a fan of MODSonair
Category: CoDWW SP Mapping
Posted: Thursday, Feb. 18, 2010 07:00 am
I was looking through ber3_event_intro.gsc and come across a script for a flak88 and the pak43.. I'm not sure if those are vehicle's or just script_models because I went back into ber3 with "/notarget" on and found the german soldiers firing the flak88 but there was no enemy to shoot at.. that would also be usefull to know

edited on Feb. 18, 2010 09:00 am by Hercules
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 13, 2010
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Level 9
Category: CoDWW SP Mapping
Posted: Thursday, Feb. 18, 2010 07:25 am
I'll include that too now.

I'm pretty sure it's just a case of the flak being a script vehicle with the crew AI setup and script origins linked to it so it knows where to fire. The more script origins mean it will cycle through shooting at each one.

I've now added a big field of working vehicles and a flak gun with a flak bunker at one end so the example isn't so boring [thumbs_up]
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
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Level 7
Im a fan of MODSonair
Category: CoDWW SP Mapping
Posted: Thursday, Feb. 18, 2010 07:51 am
that sounds great, thank you [thumbs_up] [cool]
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MODSonline.com Forums : Call of Duty: World at War : CoDWW SP Mapping

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