Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds
Watch MODSonair

Members Online

»
0 Active | 22 Guests
Online:

LATEST FORUM THREADS

»
re: enabling cheats in Hol...
Star Trek Voyager: Elite F...
Default Weapon
CoD2 Map + Mod Releases
Modern Call of duty 2
CoD2 Map + Mod Releases

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
Latest Posts
Subscribed Posts
Search
Restricted Access Restricted Access subscribe
Author Topic: [Tutorial] Dynamic Foliage for Mappers & Modders (Code)
{GITS}Cleaner
General Member
Since: May 23, 2006
Posts: 778
Last: Apr 23, 2011
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Tuesday, Sep. 21, 2010 02:39 am
Tutorial made by Zweimann

This is an easy way to have Dynamic Foliage in your custom map. Only 2 Steps. This code works and needs no mod, so your map runs dynamic foliage as a standalone block. : )

This is what you get:



Step 1

Rename your misc_models (Trees and Palms, Foliage and grass) to script_models. Choose 3 different targetnames for them:

For example:

Trees and palms:

classname: script_model
targetname: mytrees

Big Foliage:

classname: script_model
targetname: myfoliages

Grass and tiny foliage:

classname: script_model
targetname: mygrass

Step 2

Copy and paste code below to your maps/mp/mp_.gsc, below your main() script.

Code:

///////////////////////////////////////////////////////////
// Dynamic Foliage v.1 for CoD:WaW & CoD:MW
// Coded by Zweimann ( [email=zweimann@helipollos.es]zweimann@helipollos.es[/email] )
// This code has been written to enhance the ingame experience,
// adding dynamic scenarios instead of static ones.
///////////////////////////////////////////////////////////
#include maps\mp\_utility;

#include common_scripts\utility;


// ---------------------------------------------------------------------
// Init Script
// ---------------------------------------------------------------------

initdfs()
{
	println("^1Initializing Zweimann's Dynamic Foliage System");

	// There should be three different script_models: trees, foliage and grass, because they're
	// treated in a different way.
	// Consider Grass to grass (obviously) and to very small foliage elements
	// Consider Foliage to midsize foliage
	// classname: script_model
	// targetname: <name>
	// These names were used in Burma 1.1. Change them to whatever you want
	level.dfs_tree_sm_name = "dyn_trees";
	level.dfs_foliage_sm_name = "dyn_foliage";
	level.dfs_grass_sm_name = "dyn_grass";

	// You must set up here Strength of Wind, to simulate higher or lower sway
	// on foliage and trees.
	// 0 means no wind @ all
	// 10 means A HURRICANE : )
	// Recommended values: 0.3 to 0.6. Optimal value: 0.5;
	// Obviously you can setup a dvar or whatever for this

	level.dfs_wind_strength = 0.5;
	// Let's start

	foliage_animation();
	grass_animation();
	tree_animation();
}

// -----------------------------------------------------------------
// Main Scripts
// -----------------------------------------------------------------

tree_animation()
{
	level endon("game_ended");
	// Sway animation for Trees
	// Slower, softer

	entities = getentarray( level.dfs_tree_sm_name, "targetname" );

	vpoint = level.dfs_wind_strength / 1.4;
	vangles = level.dfs_wind_strength / 1.5;
	vtime = ( 6 * ( 1 - level.dfs_wind_strength ) );

	for( i = 0; i < entities.size; i++ )
		{
			factor = randomIntRange( 0, 10 );

			if ( factor >= 5 )
			mmfactor = 1;
			else
			mmfactor = -1;

			vibvector = entities[i].origin + ( ( vpoint * mmfactor ), 0, 0 );
			entities[i] vibrate( vibvector, vangles * mmfactor , vtime, ( ( level.timelimit * 1.2 ) * 60 ) );
			// Tree is damageable now
			entities[i] setcandamage(true);
			// Trees are destroyable, so let's start their threads
			entities[i] thread treethreads();
			wait 0.005;
		}
	}

foliage_animation()
{
	level endon("game_ended");

	// Sway animation for Foliage
	// Stronger
	entities = getentarray( level.dfs_foliage_sm_name, "targetname" );
	vpoint = level.dfs_wind_strength * 1.5;
	vangles = level.dfs_wind_strength * 2;
	vtime = ( ( 1 - level.dfs_wind_strength ) ) * 5;

	mmfactor = 1;

	for( i = 0; i < entities.size; i++ )
	{
		mmfactor *= -1;
		vibvector = entities[i].origin + ( randomFloatRange( 0,90 ) * mmfactor , 0, 0 );
		entities[i] vibrate( vibvector, ( vangles * mmfactor ) , vtime, ( ( level.timelimit * 1.2 ) * 60 ) );
		wait 0.005;
	}
}

grass_animation()
{
	level endon("game_ended");

	// Sway animation for Grass
	// Strongest
	entities = getentarray( level.dfs_grass_sm_name, "targetname" );

	vpoint = level.dfs_wind_strength * 2;
	vangles = level.dfs_wind_strength * 4;
	vtime = ( ( 1 - level.dfs_wind_strength ) ) * 2.5;

	mmfactor = 1;

	for( i = 0; i < entities.size; i++ )
	{
		mmfactor *= -1;
		vibvector = entities[i].origin + ( ( vpoint * mmfactor ), 0, 0 );
		entities[i] vibrate( vibvector, ( vangles * mmfactor ) , vtime, ( ( level.timelimit * 1.2 ) * 60 ) );
		wait 0.005;
	}
}

treethreads()
{
	level endon("game_ended");
	self endon("broken");

	while( !isDefined(self.broken) )
	{
		// You can even play with tagName if you place Trees/Palms with more than one tag
		// Trees could be burned, broken and more.
		// By the moment, they're destroyed and sunk down

		self waittill("damage", damage, attacker, direction_vec, point, mod, modelName, tagName);

		if ( mod != "MOD_RIFLE_BULLET" && mod != "MOD_PISTOL_BULLET" && mod != "MOD_MELEE" )
			if ( damage > 50 )
				self treefall();
	}
}

// Code below is originally from CoD:WaW scripts
// Modified by Zweimann to fit our requirements

treefall()
{
	yaw = randomint(360);

	break_angles = (self.angles[0], yaw, self.angles[2]);
	break_vector = anglesToForward(break_angles);
	break_vector = vectorScale(break_vector, 100);
	start = (self.origin + break_vector) + (0, 0, 512);
	end = start + (0, 0, -1024);
	trace = bulletTrace(start, end, false, self);
	dist_vector = ((self.origin + break_vector) - trace["position"]);
	dist = dist_vector[2];
	velocity = 0;
	travelled = 0;
	lasttravelled = travelled;
	count = 0;
	lastcount = count;

	while(travelled < dist)
	{
		velocity = velocity + 340;
		lasttravelled = travelled;
		travelled = travelled + velocity;
		lastcount = count;
		count++;
	}
	remainder = lasttravelled - dist;
	if(remainder < 0)
	remainder = remainder * -1;

	if ( velocity != 0 )
	time = lastcount + (remainder / velocity);
	else
	time = lastcount;
	self moveGravity(break_vector, time);
	self waittill("movedone");
	vec = vectorNormalize(break_vector);
	vec = vectorScale(vec, 320);
	start = (self.origin + vec) + (0, 0, 1024);
	end = start + (0, 0, -1024);
	trace = bulletTrace(start, end, false, self);
	ground = trace["position"];
	treeup_vector = anglesToUp(self.angles);
	treeup_angles = vectortoangles(treeup_vector);
	rest_vector = ground - self.origin;
	rest_angles = vectorToAngles(rest_vector);
	treeorg = spawn("script_origin", self.origin);
	treeorg.origin = self.origin;
	treeorg.angles = (treeup_angles[0], rest_angles[1], rest_angles[2]);

	self linkto(treeorg);

	treeorg rotateTo(rest_angles, 1.15, .5, 0);
	treeorg waittill("rotatedone");
	treeorg rotatepitch(-2.5,.21,.05,.15);
	treeorg waittill("rotatedone");
	treeorg rotatepitch(2.5,.26,.15,.1);
	treeorg waittill("rotatedone");
	self unlink();

	self.broken = 1;
	self notify("broken");
	self setcandamage(false);

}


And now, make a call to initdfs from within your main() script. (For example, write in the last line: initdfs() )

Compile your map and now, FOLIAGE is moving, trees are moving and they're destroyable!

Hope you all enjoy.
Share |
Mystic
General Member
Since: Apr 10, 2004
Posts: 6146
Last: May 4, 2016
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Sep. 21, 2010 04:53 am
Isn't this already part of WaW, i mean i have seen countless maps with moving/destructable foliage, or maybe im going mad.
Share |
a_sgn
General Member
Since: Feb 1, 2011
Posts: 5
Last: Jan 10, 2017
[view latest posts]
Level 0
Category: CoDWW MP Mapping
Posted: Sunday, Dec. 4, 2016 08:32 am
Hi!

sorry, but its dynanic system no working in my testing map.
Trees - no correct fulling in ground.
gress is no movies stuf.

What able a errors maybe stay in code?
Share |
Restricted Access Restricted Access subscribe
MODSonline.com Forums : Call of Duty: World at War : CoDWW MP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»