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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: mp_360
{UST}Hogan
General Member
Since: Aug 21, 2005
Posts: 238
Last: May 7, 2010
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Level 4
Category: CoD4 MP Mapping
Posted: Sunday, Apr. 25, 2010 11:33 am
I am making a 360 map. I have two round rotating floors that work fine but when I try to place any brushes or models or prefabs on the floor they dont move with the rotation of the floor. the floor rotates but the brushes or models stay where I place them how can I get them to move with the rotating floor.




[banghead]

edited on Apr. 25, 2010 07:34 am by {UST}Hogan
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
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Level 8
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Sunday, Apr. 25, 2010 12:18 pm
Give the floor a targetname.

Give all the models a targetname.

Find the floor targetname via code; find a model targetname via code.

Either link or attach the model to the floor with either Linkto() or attach().
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{UST}Hogan
General Member
Since: Aug 21, 2005
Posts: 238
Last: May 7, 2010
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Level 4
Category: CoD4 MP Mapping
Posted: Sunday, Apr. 25, 2010 02:36 pm
the floor and the axis the floor rotates on has a targetname of rotate. do I give the models and or brushes a key and value key: attach or linkto
value: rotate

is that what you are talking about?
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
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Level 8
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Sunday, Apr. 25, 2010 03:01 pm
{UST}Hogan writes...
Quote:
the floor and the axis the floor rotates on has a targetname of rotate. do I give the models and or brushes a key and value key: attach or linkto
value: rotate

is that what you are talking about?


Yeah, basically, but I dont think Radiant has a key value for attach, so try linkto.
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eganwotv
Deactivated Account
Since: May 28, 2007
Posts: 961
Last: Oct 31, 2010
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Level 7
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Sunday, Apr. 25, 2010 03:40 pm
You can possibly make it all a brushmodel, then apply the rotational script to it and it would all move as one.
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{UST}Hogan
General Member
Since: Aug 21, 2005
Posts: 238
Last: May 7, 2010
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Level 4
Category: CoD4 MP Mapping
Posted: Sunday, Apr. 25, 2010 04:32 pm
I'll try both [thumbs_up]
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{UST}Hogan
General Member
Since: Aug 21, 2005
Posts: 238
Last: May 7, 2010
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Level 4
Category: CoD4 MP Mapping
Posted: Sunday, Apr. 25, 2010 05:04 pm
tried bothways no luck there has got to be a way to do this as I remember a 360 map from cod1 and was a cool map. [banghead]
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{PADZ}grimreaper
General Member
Since: Apr 23, 2005
Posts: 334
Last: Aug 11, 2011
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Level 5
Category: CoD4 MP Mapping
Posted: Sunday, Apr. 25, 2010 05:45 pm
select everything (including the floor) then "right click" ungroup entity.
Then select everything you want to rotate with the floor
and create script_brushmodel.
Give them a targetname of rotate.
And it should work.

1 problem tho, if you walk up towards one of the brushes which are spinning your sight will get messed up.

Ow btw if you have any models on that floor,
which you want to rotate with the floor give them a script_origin at the center of the floor and connect it to them then make that a script_model.
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{UST}Hogan
General Member
Since: Aug 21, 2005
Posts: 238
Last: May 7, 2010
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Level 4
Category: CoD4 MP Mapping
Posted: Sunday, Apr. 25, 2010 07:28 pm
I will try that also thanks Grim
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MetalMilitiaNL
General Member
Since: Mar 8, 2008
Posts: 20
Last: Apr 26, 2010
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Level 1
Category: CoD4 MP Mapping
Posted: Monday, Apr. 26, 2010 01:58 pm
Hogan,

Sounds you want to remake the spinX map of CoDUO.
Our former clanleader made one allready for CoD4, called usl_quadx and it works fine.

If you need any more info on how to make it you have to go to codutility and look for gunner1, he made it.
His name used to be Thompson Gunner before.
The quadx map is also downloadeble from there.

Gr.

MetalMilitiaNL aka Ferdi
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