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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: Texture help
Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
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Level 8
Category: CoD4 MP Mapping
Posted: Friday, Aug. 27, 2010 12:18 pm
I remember that once I put a ladder angled to a wall and when I used the ladder texture with it the player would actually slide on it. I cant remember if the player slid up or down. If it was down then that would work for you to keep players from standing there.
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
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Level 6
Category: CoD4 MP Mapping
Posted: Friday, Aug. 27, 2010 03:34 pm
Yeah, but I think he wants players to be able to stay there, but not camp.
So, after a while they should be "ejected" from that spot.

@Damo: well, if it's a wall that is pushing them then I think it's normal that all of them should be moved once one of them is camping (if the wall is the same width as the platform they are standing on)
But does it really need to be a wall ? Or does it need to seem real ?
Because if you don't want all of them to be moved, you could link those that are camping to invisible brushes and move those.

Or maybe you should try other anti-camp methods, like hurting the player. Or, even better, create a trigger for each major area of your map. Then if a player is camping and he is touching a trigger that is, let's say in a market, a message would appear: "Player X is camping in the market".

How do you check if a player is camping ? Do you compare his origin from time to time ?
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[aL]Damo
General Member
Since: Mar 24, 2010
Posts: 187
Last: Nov 3, 2011
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Level 4
Category: CoD4 MP Mapping
Posted: Friday, Aug. 27, 2010 04:19 pm
cskiller86 writes...
Quote:
Yeah, but I think he wants players to be able to stay there, but not camp.
So, after a while they should be "ejected" from that spot.

@Damo: well, if it's a wall that is pushing them then I think it's normal that all of them should be moved once one of them is camping (if the wall is the same width as the platform they are standing on)
But does it really need to be a wall ? Or does it need to seem real ?
Because if you don't want all of them to be moved, you could link those that are camping to invisible brushes and move those.

Or maybe you should try other anti-camp methods, like hurting the player. Or, even better, create a trigger for each major area of your map. Then if a player is camping and he is touching a trigger that is, let's say in a market, a message would appear: "Player X is camping in the market".

How do you check if a player is camping ? Do you compare his origin from time to time ?


Well the way im seeing if he is camping is just a trigger that a player presses so its not really the game checking its the other team,
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
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Level 6
Category: CoD4 MP Mapping
Posted: Saturday, Aug. 28, 2010 08:36 am
Well, I see a couple of problems with that...

Will you put this trigger in a certain area of the map ? Then, how can you tell if someone from the opposing team of the camper is pressing the button ? Can anyone press it ?
Is there a delay between presses ? Because if not, then it can be abused, pressed repeatedly and then nobody would go to the platform.
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[aL]Damo
General Member
Since: Mar 24, 2010
Posts: 187
Last: Nov 3, 2011
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Level 4
Category: CoD4 MP Mapping
Posted: Sunday, Aug. 29, 2010 08:45 pm
cskiller86 writes...
Quote:
Well, I see a couple of problems with that...

Will you put this trigger in a certain area of the map ? Then, how can you tell if someone from the opposing team of the camper is pressing the button ? Can anyone press it ?
Is there a delay between presses ? Because if not, then it can be abused, pressed repeatedly and then nobody would go to the platform.


Well the idea is that a zombie will press the trigger the people fall of and the zombies attempt to attack the survivers then there is a two min delay before it can be reused
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
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Level 6
Category: CoD4 MP Mapping
Posted: Monday, Aug. 30, 2010 04:15 pm
Oh, it's a zombie map... It kinda makes sense now. But I hope that the platform won't be the only high place where the "non-zombies" can stay.

Anyway, did you try linking the player(s) to different brushes ?
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[aL]Damo
General Member
Since: Mar 24, 2010
Posts: 187
Last: Nov 3, 2011
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Level 4
Category: CoD4 MP Mapping
Posted: Monday, Aug. 30, 2010 04:38 pm
cskiller86 writes...
Quote:
Oh, it's a zombie map... It kinda makes sense now. But I hope that the platform won't be the only high place where the "non-zombies" can stay.

Anyway, did you try linking the player(s) to different brushes ?


no i havent i wouldent have a clue how to link them

the only think i know how to do is link a trigger to a brush
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
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Level 6
Category: CoD4 MP Mapping
Posted: Tuesday, Aug. 31, 2010 04:33 pm
Well it's the same thing. I've made a quick script... it's not tested, though.
You'll probably have to put a trigger_multiple on the platform (if you haven't done that already). Name it platform_trigger. This will be used to check if there are players there.
Then you will need a trigger_use (or trigger_use_touch), named button_trigger. This is the one that zombies press.
Next, turn the wall into a script_brushmodel and name it platform_wall.
Code:
main()
{
players = getEntArray("player","classname"); // this makes a list of every player
for(k=0; k<players.size; k++)
players[k] thread platform();
}

platform()
{
self endon("disconnect"); // this cancels the script if the player disconnects
self endon("death"); // or dies
plat_trig = getEnt("platform_trigger","targetname");
plat_wall = getEnt("platform_wall","targetname");
button = getEnt("button_trigger","targetname");
button_old_pos = button.origin;
wall_is_moving = 0;
player_on_platform = 0;
button waittill("trigger"); // waits until the button is pressed
button.origin = (0, 0, 1000); // moves the trigger so the button cannot be pressed
wall_is_moving = 1;
plat_wall movex(500, 10); // you will have to change these values
while(wall_is_moving) // during the wall move
	{
		wait 0.05;
		if(self isTouching(plat_trig)) // if current player is on the platform
			player_on_platform = 1;
		else
			player_on_platform = 0;
		while(player_on_platform) // checks if the player is still on the platform during wall move
			{
			wait 0.05;
			if(self isTouching(plat_trig)) // if the wall reached the player
				self LinkTo(plat_wall);
			}

	}
plat_wall waittill("movedone");
self unlink();
wall_is_moving = 0;
player_on_platform = 0;
plat_wall movex(-500, 10); // this will move the wall to its original position
wait 120; // waits 2 minutes
button.origin = button_old_pos; // returns the trigger so the button can be pressed once more
}
Some notes:
- the script will check if the player is touching the wall, while the wall is moving; this may cause the wall to stop because it will hit the player and the same thing that you tried will occur
- if that doesn't happen, then the player will be linked to the wall; however, I'm not sure how he will be linked, if it's at the wall's origin or where they touch...
- you'll have to change the movex command depending on the direction where you want the wall to move; if it doesn't move in the correct direction, then use movey instead
- the movex (or movey) command parameters are distance and time; so in the script the wall will move 500 units in 10 seconds on the X axis; you will have to change these values too; the distance should be about the length of the platform, probably
- again, the script is not tested; use it at your own risk
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