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Topic: Mod like this |
cod2fun |
General Member Since: Aug 26, 2009 Posts: 75 Last: Sep 13, 2010 [view latest posts] |
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BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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tHMatt |
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General Member Since: Sep 11, 2007 Posts: 473 Last: Mar 20, 2013 [view latest posts] |
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Mitch* |
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General Member Since: Jan 23, 2007 Posts: 24 Last: Nov 10, 2012 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Thursday, Jul. 15, 2010 02:38 pm |
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Recreating BTD in cod2 is almost impossible, because the function setcandamage is not supported in MP (only in SP).
you need setcandamage to get the damage that you do when you shoot at him. If someone knows how to do this, then it would be possible to recreate it in cod2. (or get a modified version of cod2 mp with this function :))
http://www.zeroy.com/script/damage/setcandamage.htm (it is supported in cod4 mp)
edited on Jul. 15, 2010 10:38 am by Mitch* |
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tHMatt |
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General Member Since: Sep 11, 2007 Posts: 473 Last: Mar 20, 2013 [view latest posts] |
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Mitch* |
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General Member Since: Jan 23, 2007 Posts: 24 Last: Nov 10, 2012 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Thursday, Jul. 15, 2010 02:51 pm |
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1337MattY writes...Quote: no Mitch, ROTU mod, used testclients(); for the zombies, which can take damage etc.
Ok, meatbot got a zombie version.
http://www.modsonline.com/Downloads-ecomm-5101.html
But aren't these bots really bugged when you restart the map / start a new map? |
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hyper1234 |
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General Member Since: Mar 17, 2009 Posts: 358 Last: Apr 14, 2011 [view latest posts] |
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BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Thursday, Jul. 15, 2010 08:20 pm |
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1337MattY writes...Quote: For ROTU, the mod in that video, most of the work was already done for them, as they used the basic scripting framework from the Before the Dawn zombie mod. They just added simple TESTCLIENTS to the script origins, and basicly edited there animations. If you want this in cod2, you will have to ask the creator of the Before the Dawn mod.
We haven't used Before The Dawn Mod - Reign Of The Undead uses some parts of code from PezBot, Bipo wrote zombie AI and classes and i made rest such as admin menu, turret and models so in 100% RotU isn't based and dont have anything to do with BTD. |
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tHMatt |
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General Member Since: Sep 11, 2007 Posts: 473 Last: Mar 20, 2013 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Thursday, Jul. 15, 2010 08:22 pm |
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BraX writes...Quote: 1337MattY writes...Quote: For ROTU, the mod in that video, most of the work was already done for them, as they used the basic scripting framework from the Before the Dawn zombie mod. They just added simple TESTCLIENTS to the script origins, and basicly edited there animations. If you want this in cod2, you will have to ask the creator of the Before the Dawn mod.
We haven't used Before The Dawn Mod - Reign Of The Undead uses some parts of code from PezBot, Bipo wrote zombie AI and classes and i made rest such as admin menu, turret and models so in 100% RotU isn't based and dont have anything to do with BTD.
Yeah, but Before the Dawn uses most of PezBot code also, I was just going higher up the hierarchy |
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BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Thursday, Jul. 15, 2010 08:23 pm |
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Mitch* writes...Quote: Recreating BTD in cod2 is almost impossible, because the function setcandamage is not supported in MP (only in SP).
you need setcandamage to get the damage that you do when you shoot at him. If someone knows how to do this, then it would be possible to recreate it in cod2. (or get a modified version of cod2 mp with this function :))
http://www.zeroy.com/script/damage/setcandamage.htm (it is supported in cod4 mp)
It is easy to recreate setCanDamage() function in CoD2 with bulletTrace(), here is what i've used in CoD2 to do damageable entities:
Code: setCanDamage( flag )
{
if( !isDefined( self.bashradius ) )
self.bashradius = 32;
if( !flag )
{
self notify("kill_damagemonitor");
return;
}
else
self thread setCanDamage2();
}
setCanDamage2()
{
self endon("kill_damagemonitor");
trace = undefined;
while( 1 )
{
players = getEntArray( "player", "classname" );
for( i = 0; i < players.size; i++ )
{
p = players[i];
if( !isDefined( p.bash_delay ) )
p.bash_delay = false;
forward = vectorscale( anglesToForward(p getPlayerAngles()), 10000 );
startOrigin = p getEye() + (0,0,20);
endOrigin = startOrigin + forward;
trace = bulletTrace( startOrigin, endOrigin, true, p );
distance = distance ( self.origin, p.origin ) ;
wait 0.05;
if( isDefined( trace["entity"] ) && trace["entity"] == self )
{
if( p attackButtonPressed() && isWeapon( p getCurrentWeapon() ) && p getWeaponSlotClipAmmo(p getCurrentSlot()) > 0)
{
weap = p getCurrentWeapon();
dmg = getDamage( weap );
who = p;
point = trace["position"];
mod = damageMod( weap );
self notify("dmg", dmg, who, weap, point, mod);
}
if ( p meleeButtonPressed() && !p.bash_delay && distance( p.origin, self.origin ) < self.bashradius )
{
p thread bash_delay( 0.6 );
weap = p getCurrentWeapon();
dmg = getDamage( weap );
who = p;
point = trace["position"];
mod = "MOD_MELEE";
self notify("dmg", dmg, who, weap, point, mod);
}
}
}
wait 0.05;
}
}
[b][..................][/b] |
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