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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Working Doors (ver. 1.1)
Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
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Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Jun. 27, 2010 01:23 am
I have two simple questions about how to get the doors to work.

I have done this dozens of times in UO, but can't seem to find a tutorial explaining how it's done in WaW.

Question 1: Making a working door.

In UO, to make a door work you simply draw out your door, put an origin brush where you want the "hinge", select them both and make them a "Script>BrushModel". Toss in a few KVP's and a script in the .gsc and your golden.

How is this done in WaW? Is there a tutorial online somewhere that I'm not finding? (like Moving Things or would this one still work in WaW?)

In the Ver. 1 mod tools if you moved a door it would go to it's destination script_struct and stay there. In Ver.1.1 once it reaches it's destination, it disappears in a puff of smoke. I'd like to have doors that you can simply open naturally and have them stay there.

Question 2: Moving a wall.

I have a section of a map where I want a wall to pop-up from below the map in a specific area when a door-blocker has been opened. I know how to link the wall to the door's trigger so they both activate at the same time, I just don't know how to get the wall to move without vanishing once it's in place.

How do I achieve this too?

Any help is greatly appreciated :)

Thanks in advance.
Raven
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
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Level 8
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Jun. 27, 2010 05:13 am
Don't see why this Tut wouldn't work for WAW.
Door Tutorial Here
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Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
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Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Jun. 27, 2010 08:01 am
Thanks, but I've tried that one.

The problem comes down to the line " self maps\mp\_utility:: ".

I tried changing it to "self maps\_utility::" but it just generates an error. :(
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dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
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Level 7
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Jun. 27, 2010 11:21 am
There,s a door tut done by dickymint that works great at

codutility.com[casanova]
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Jun. 27, 2010 12:09 pm
"vector script_vector // Generic VECTOR for anyone to use"

(In XYZ)

The script_struct way is redundant in Der Reise so download the Oldtown source from trey wiki where I set up all the door prefabs are setup with script_vectors.
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MODSonline.com Forums : Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping

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