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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, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Starting out and Spawning
IWRevolver
General Member
Since: Jul 11, 2007
Posts: 191
Last: Oct 1, 2012
[view latest posts]
Level 4
Category: CoDWW SP Mapping
Posted: Monday, Jun. 7, 2010 10:14 pm
Hey guys, ive been mapping Cod for a while with Multiplayer but I want to extend my knowledge and experience into SP.

There arent many tutorials for SP on the forum and cod4 ones arent exactly the same- having followed the basics for some reason I cannot spawn just spectate- I have a player start and enemy AI. Does anyone know how to get this to work

or of any good tuts for WaW SP mapping and the beginning legistics- ie- what exactly do you need for a first test

Thank you guys!

-Drumbum

edited on Jun. 7, 2010 09:02 pm by [OUTLAW]DrUmBuM
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW SP Mapping
Posted: Tuesday, Jun. 8, 2010 04:57 am
http://www.modsonwiki.com/index.php/Call_of_Duty_4:_Single_Player_Level_Design

The above is for COD4 and might give you some answers. I wrote it quite a while ago and never seemed to update a similar page for CODWAW so I'll do that today for you.

For a start though, simply load Radiant and open barebones.map - this is a test SP level with everything you need to get started, if you want to make changes to it go to the map_source directory, right click barebones.map and go to properties, untick 'Read Only'.

there:
http://www.modsonwiki.com/index.php/World_at_War:_Single_Player_Level_Design_Basics

Tell me what else would be useful.
http://www.modsonwiki.com/index.php/Call_of_Duty:_World_at_War
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IWRevolver
General Member
Since: Jul 11, 2007
Posts: 191
Last: Oct 1, 2012
[view latest posts]
Level 4
Category: CoDWW SP Mapping
Posted: Tuesday, Jun. 8, 2010 08:03 am
wow that is awesome man thank you so much! I will let you know if anything else comes up- the map is still in the early stages so im just looking for spawning AI right, theres a lot of level design I have left before I get too far into it.- I am running into a problem, I cannot seem to get the AI to spawn I took some screen shots- I think im doing everything right- I have the basic GSC file as well just didnt screen shot it
If you save the images and open them they will be full size!









edited on Jun. 8, 2010 04:03 am by [OUTLAW]DrUmBuM
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW SP Mapping
Posted: Tuesday, Jun. 8, 2010 08:46 am
Yup your doing something wrong.

The game is constantly running a trace of what the player can see, if he can see a spawner that spawner can not spawn. So place a wall down and stick the trigger behind it.

You should get errors in the console while playing in developer like "Player can see AI spawner at X,Y,Z".

You can also use a key/value pair in the Entity window on the AI:

script_stalingradspawn
1

This force spawns the AI... but that's not a good idea as it breaks the 'realism'.

So go with the wall, remember this when spawning AI. This is where level design really comes into play, spawning enemies out of sight, often having them run into the level etc.

As a nice test, place down a cover node, any kind near a path node and join the Spawner TO the cover node.

This forces the AI spawning to move to that node. You can then place a count kvp on the spawner to tell him to spawn more than once:

count
10

So he can spawn a maximum of 10 times. Now he'll spawn every time you hit a trigger multiple. But that sucks, let's make him reinforce himself instead:
(on the trigger)

targetname
flood_and_secure

Now when he dies he'll spawn again to reinforce his old position. But let's say the player has taken an objective and this guy is still spawning.

Place a trigger where the player has to be in order to stop the spawner.

Make this any trigger that you like (that the level requires). And select the trigger then the spawner, hit shift+g and click script_killspawner.

This assigns a killspawner value unique to this AI and trigger. (you can use multiple AI with it).

Now whenever you hit the firs trigger the guy will spawn and die 10 times OR if you hit your second trigger and active it he will stop spawning.

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IWRevolver
General Member
Since: Jul 11, 2007
Posts: 191
Last: Oct 1, 2012
[view latest posts]
Level 4
Category: CoDWW SP Mapping
Posted: Tuesday, Jun. 8, 2010 09:13 am
hmm still not spawning with the wall in the way, I also have a big building in the way that is really separating the player spawn and the AI, I also made a crouch node and linked it to the AI spawn- maybe the character im using- ill test that- I wonder if it has to do with my errors on the log? these are the only errors other than the sound files missing that I have to get since i forgot to put them in after the mod tools patch and BTW thank you again youre such a great help

ERROR: Could not open 'maps/testcher_anim.gsc'
failed loading 'maps/testcher_anim.gsc' of type 'rawfile' found in source file '../zone_source/testcher.csv'
ERROR: Could not open 'maps/testcher_amb.gsc'
failed loading 'maps/testcher_amb.gsc' of type 'rawfile' found in source file '../zone_source/testcher.csv'
ERROR: Could not open 'maps/testcher_fx.gsc'
failed loading 'maps/testcher_fx.gsc' of type 'rawfile' found in source file '../zone_source/testcher.csv'

edited on Jun. 8, 2010 05:14 am by [OUTLAW]DrUmBuM

edited on Jun. 8, 2010 05:24 am by [OUTLAW]DrUmBuM
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW SP Mapping
Posted: Tuesday, Jun. 8, 2010 10:44 am
Make sure the AI can not be seen from the trigger location, double check then go into the testcher.gsc in raw/maps and comment out the unneeded scripts:

maps\testcher_anim::main()

Would become:

// maps\testcher_anim::main()

Since your nor dealing with amb, fx or animations yet you can leave these commented out of the script for now. Then you can comment them out of the zone source file as well. This ensures that the main script is not calling for missing files and the zone source won't try and pack these missing files into the fast file.

Next step is to load the map again:

/developer 2
/devmap yourmapname

Walk up into your trigger and hit Esc.

This effectively pauses the level, now drop down the console and check for any warnings or errors that may have been given by activating the trigger.
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IWRevolver
General Member
Since: Jul 11, 2007
Posts: 191
Last: Oct 1, 2012
[view latest posts]
Level 4
Category: CoDWW SP Mapping
Posted: Tuesday, Jun. 8, 2010 04:13 pm
so the trigger should be far away from the AI? i thought the trigger and AI should be together - with "W" and the player start should be far away? and even with a wall in between the trigger and the AI..still no spawn, aslo i cannot bring down the console once in game after the compile- sorry idk why im having so much trouble with this

my gsc in raw/maps looks like this

main()
{
maps\_load::main();
}

my csv file looks like this and is located in the zone_source

ignore,code_post_gfx
ignore,common
col_map_sp,maps/testcher.d3dbsp
rawfile,maps/testcher.gsc
rawfile,maps/testcher_anim.gsc
rawfile,maps/testcher_amb.gsc
rawfile,maps/testcher_fx.gsc
sound,common,testcher,all_sp
sound,generic,testcher,all_sp
sound,voiceovers,testcher,all_sp
sound,requests,testcher,all_sp
weapon,sp/m1garand
weapon,sp/colt
weapon,sp/fraggrenade
weapon,sp/m8_white_smoke
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player
include,common_player_us
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW SP Mapping
Posted: Tuesday, Jun. 8, 2010 05:11 pm
A trigger_multiple requires a Player to walk into it in order to activate and spawn the AI. So if the player is inside the trigger and and can see the AI it won't work. The trigger can be anywhere on the level, but the player HAS to touch it and if the AI can see the trigger it suggests that he might also see the player so always check the lines of sight.
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IWRevolver
General Member
Since: Jul 11, 2007
Posts: 191
Last: Oct 1, 2012
[view latest posts]
Level 4
Category: CoDWW SP Mapping
Posted: Tuesday, Jun. 8, 2010 05:32 pm
ahh there we go okay i didnt know you have to walk through it!

Thank you so much man- once im done mapping it out with multiple AI, is it okay if i get back in touch with you about FX and all that- assuming i cant find any tuts on it- which i think i did..but yeah Thank you
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW SP Mapping
Posted: Tuesday, Jun. 8, 2010 07:21 pm
hehe Yup, sure thing. Always double check the tutorials section, use the search function too which checks over the site and the wiki for ya.

Any problems ask here [thumbs_up]
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