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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: I can´t rememer a shortcut
FmF-Odin
General Member
Since: Jan 13, 2010
Posts: 31
Last: Sep 16, 2010
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Level 2
Category: CoDUO Mapping
Posted: Saturday, Sep. 11, 2010 06:08 pm
Hello!
I dind t mapped for a while.
Now I forgot a shortcut....[cry]

It s the shortcut for rotating a brush, but not R for mouse rotation, I forgot the shortcut whith that your brush would be rotated 90 degrees by each time you press the button.
That drives me crazy! [duh]

Many thanks in advance!
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*UWS*ThisGuy
General Member
Since: Jul 31, 2008
Posts: 215
Last: Jan 8, 2012
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Level 4
Category: CoDUO Mapping
Posted: Saturday, Sep. 11, 2010 06:29 pm
Its Shift-D in WaW Radiant.

Although could be different in UO.
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FmF-Odin
General Member
Since: Jan 13, 2010
Posts: 31
Last: Sep 16, 2010
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Level 2
Category: CoDUO Mapping
Posted: Saturday, Sep. 11, 2010 06:34 pm
Unfortunetly it s not shift + D...[sad]

Although thank you.
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TexasRebel
General Member
Since: May 1, 2006
Posts: 373
Last: Aug 20, 2013
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Level 5
Category: CoDUO Mapping
Posted: Saturday, Sep. 11, 2010 06:54 pm
Look in the upper left of the toolbar, next to the save icon. There are 6 directional icons to the right of it. One is x|x , x with rotating arrow x, and so on.

Those are the buttons you are looking for, the x|x flips along the x axis, the next one rotates around the x axis, the y|y flips along y, z|z flips along the z axis, and so on.


As for shortcuts such as ctrl + D, I did not see any provided in the cmd list, which can be opened by going to help in UO radiant.
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FmF-Odin
General Member
Since: Jan 13, 2010
Posts: 31
Last: Sep 16, 2010
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Level 2
Category: CoDUO Mapping
Posted: Monday, Sep. 13, 2010 10:01 am
I know radiants functions very well.

I just forgot the shortcut to rotate an object...
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TexasRebel
General Member
Since: May 1, 2006
Posts: 373
Last: Aug 20, 2013
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Level 5
Category: CoDUO Mapping
Posted: Monday, Sep. 13, 2010 05:12 pm
As far as I am aware there is no such shortcut.

Looked at CoD4 Radiant in cmd list and the cmd is RotateZ and is set as Shift + D as ThisGuy pointed out, but for UO there is no such command function (unless it was named something else entirely).

So you will have to use the function icons.
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FmF-Odin
General Member
Since: Jan 13, 2010
Posts: 31
Last: Sep 16, 2010
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Level 2
Category: CoDUO Mapping
Posted: Wednesday, Sep. 15, 2010 07:40 am
Well, thank you, maybe i m wrong and think there was a shortcut...[crazy]

An other problem now I have is that I had a script where the player triggers a trigger and then his position is set as origin for fx.
I don´t have that script but I know around here was a thread about that, which I cant find...

was something like

origin = player getentarray
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TexasRebel
General Member
Since: May 1, 2006
Posts: 373
Last: Aug 20, 2013
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Level 5
Category: CoDUO Mapping
Posted: Wednesday, Sep. 15, 2010 09:43 pm
something like this?

Code:

players = getentarray("player", "classname");
for( count = 0, count < players.size, count++)
{
 thread players[count] playTriggeredFX();
}



playTriggeredFx()
{

 level._effect["FX NAME"] = loadfx ("Effect you select from pk3 or custom Effect location");
 trig = getent("TRIGGER NAME", "targetname");

 while(1)
 {

  trig waittill ("trigger");
  maps\mp\_fx::playfx("FX NAME", self.origin, TIME); 
  wait 0.1; // can change to something that gives you the right look

 }
}
 


put things in caps for variables you need to enter

self.origin will be the origin of the actual player

Not entirely sure it will not create a script compile error if used as I just made up on the spot and have not tested. Hopefully gives you idea of what you were thinking of though.

As for the shortcut I wish there was one for uo as it would make life a little bit easier.


edited on Sep. 15, 2010 05:43 pm by TexasRebel
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TexasRebel
General Member
Since: May 1, 2006
Posts: 373
Last: Aug 20, 2013
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Level 5
Category: CoDUO Mapping
Posted: Wednesday, Sep. 15, 2010 09:45 pm
lol should of previewed first before posting

I named the function playTriggeredFX() when calling it, but named it playTriggeredFx() when defining.

Make sure both are either playTriggeredFX()

or playTriggeredFx()
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FmF-Odin
General Member
Since: Jan 13, 2010
Posts: 31
Last: Sep 16, 2010
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Thursday, Sep. 16, 2010 08:00 am
thank you! I tried a bit until you replied and found out:


origin = player getorigin();

playfx(level._effect["glow"], origin + (-10,10,50));


quiet simple isn´t it? [thumbs_up]

But guess youre method has advantages for other situations...
maybe for detecting campers...thats one thing I have to face sooner or later....[cool]

edited on Sep. 16, 2010 04:00 am by FmF-Odin
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