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Forum: All Forums : Call of Duty 2
Category: CoD2 Map + Mod Releases
Release announcements of custom maps and mods and other content related to Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Mod like this
cod2fun
General Member
Since: Aug 26, 2009
Posts: 75
Last: Sep 13, 2010
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Level 3
Category: CoD2 Map + Mod Releases
Posted: Wednesday, Jul. 14, 2010 10:41 am
can mod like in video work for cod2...AI control zombies and etc.

http://www.youtube.com/watch?v=shDCR64Z2_o&feature=player_embedded
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BraX
General Member
Since: Apr 29, 2008
Posts: 413
Last: May 26, 2012
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Level 5
Im a fan of MODSonair
Category: CoD2 Map + Mod Releases
Posted: Wednesday, Jul. 14, 2010 12:49 pm
Sure, it is possible to make that in CoD2 but don't ask me how to... ;)
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tHMatt
General Member
Since: Sep 11, 2007
Posts: 473
Last: Mar 20, 2013
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Level 5
Category: CoD2 Map + Mod Releases
Posted: Wednesday, Jul. 14, 2010 06:37 pm
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.
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Mitch*
General Member
Since: Jan 23, 2007
Posts: 24
Last: Nov 10, 2012
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Level 1
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jul. 15, 2010 07:38 am
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
General Member
Since: Sep 11, 2007
Posts: 473
Last: Mar 20, 2013
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Level 5
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jul. 15, 2010 07:44 am
no Mitch, ROTU mod, used testclients(); for the zombies, which can take damage etc.
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Mitch*
General Member
Since: Jan 23, 2007
Posts: 24
Last: Nov 10, 2012
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Level 1
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jul. 15, 2010 07:51 am
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
General Member
Since: Mar 17, 2009
Posts: 358
Last: Apr 13, 2011
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Level 5
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jul. 15, 2010 10:14 am
I seem to re-call seeing a zombie mod which has hordes of computer controlled zombies attack you. cant remember if it was sp/mp, however, i never seemed to get it working, and its only for one player, not lots on a dedi server.

Could ask the author who made that to work on that
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BraX
General Member
Since: Apr 29, 2008
Posts: 413
Last: May 26, 2012
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Level 5
Im a fan of MODSonair
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jul. 15, 2010 01:20 pm
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
General Member
Since: Sep 11, 2007
Posts: 473
Last: Mar 20, 2013
[view latest posts]
Level 5
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jul. 15, 2010 01:22 pm
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
General Member
Since: Apr 29, 2008
Posts: 413
Last: May 26, 2012
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jul. 15, 2010 01:23 pm
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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