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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: guide through first steps of modding
serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Sunday, Feb. 13, 2011 11:54 pm
Hey Guys!

after learning a lot of basic mapping and basic scripting stuff i really want start to learn how to mod.
i know and see that all of you guys were brilliant modders
and i ask you if it is possible to help me with modding?
i take hard looks on this forum here, iw nation and millions other forums, if there are some mod-tutorials or if there is something basic explained, but.. i failed
all of them said, add me on this messenger and ill show u this and that :(
i also downloaded 13 GB of mod-files and scripting stuff and i take a look on a lot of these mods, trying to learn it by myself
i have to say its overwhelming... what it is possible to do
i tried to do start mod some really simple files (weapon) and it worked, not perfect and with some troubles i had there, but i made it
but u all now how cheap it is, i mean, this are 'only' some simple weaponfiles, where u change some numbers and directories..
hahaha i also tried to change only 1 word in the quickmessage.menu-file its displayed the new word in MP, but then there is no sound on this quickmessage ._.
so it is much more complex i thought
ehm.. yhh
maybe if it is possible to help me and maybe other dummies (theyll NOW start mod with cod2 lol)
and so u can say me where to start with
maybe color some menu-files or sth like that
it would be great!
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liltc64
General Member
Since: Feb 12, 2007
Posts: 906
Last: Oct 22, 2012
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Monday, Feb. 14, 2011 06:30 am
modding is scary for your first time. there is almost no tuts on how to make a mod. but a million on how to make a map. thats how i got into modding is by mapping first. start off on how to open a door or making an elevator. that can give you alot of help of learning the basic syntax's for cod scripting. when i moved into modding i would fiddle with other peoples mods and see how everything worked. no one here is going to show you how to make a mod because they dont know what kind of mod you want to make exactly. basicly all im saying is to fiddle around and what helps alot is looking in the cod documents to see how to use available functions for you. and maybe sometime this weekend i could make a tutorial going over a few basics that all modders should know.
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Monday, Feb. 14, 2011 06:47 am
http://modsonline.com/Forums-top-134675.html

For later, when you have some more modding/scripting skill
Dont read it yet though, its too heavy atm
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Monday, Feb. 14, 2011 11:48 am
big thanks to you guys
im glad that some of u still have fun with mod a 5 year old game
and help some newbies here out of trouble , you rock[rocking]
i know that you can mod nearly everything
if i would know where to start :D :D
^^

okay
i have looked on how to set up custom menus, like quickchatmenu or mainmenu i think i need a bit more of skill for it xD

so i will start with something simple
lets say i want only modify the weaponnames
i found a minimod where ur smokenade is replaced with a stickynade
there is a folder localizedstrings and in it a weapon.str file
i opened it and placed infront of every weaponname my clantag, saved it as .str-file put it in localizedstringsfolder and created new zzz_mymod.iwd file into main directory of cod2, right?
maybe i forgot something, but nothing changes ingame
so i looked on thestickynade-mod-files, but there are only weaponfiles for the new weapon-nade files and new images and materials for it, actually nothing to do with the names of weapons, right?


edited on Feb. 14, 2011 05:32 pm by serthy
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Xylozi
General Member
Since: Jul 12, 2008
Posts: 218
Last: Mar 1, 2012
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Tuesday, Feb. 15, 2011 06:32 am
serthy writes...
Quote:
big thanks to you guys
im glad that some of u still have fun with mod a 5 year old game
and help some newbies here out of trouble , you rock[rocking]
i know that you can mod nearly everything
if i would know where to start :D :D
^^

okay
i have looked on how to set up custom menus, like quickchatmenu or mainmenu i think i need a bit more of skill for it xD

so i will start with something simple
lets say i want only modify the weaponnames
i found a minimod where ur smokenade is replaced with a stickynade
there is a folder localizedstrings and in it a weapon.str file
i opened it and placed infront of every weaponname my clantag, saved it as .str-file put it in localizedstringsfolder and created new zzz_mymod.iwd file into main directory of cod2, right?
maybe i forgot something, but nothing changes ingame
so i looked on thestickynade-mod-files, but there are only weaponfiles for the new weapon-nade files and new images and materials for it, actually nothing to do with the names of weapons, right?


If you used the weapon.str file to alter the weapon strings, you need to compile the mod with a mod.ff, including this line:

Code:
localize,weapon


An easier way to change the weapon name is to edit the DISPLAYNAME\ part of the weapon file, then you can add the modified weapons to any mod.
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Tuesday, Feb. 15, 2011 12:04 pm
There are no .ff files required in cod2.

Remember, this is the cod2 part of the forum, not the cod4.
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Tuesday, Feb. 15, 2011 10:57 pm
okay
please correct me if im thinking wrong!!!

if i want maybe have one of the most simple scripts to work as mod
lets say i want display every 5 seconds a text

main(){
thread text();
}

text(){
while(1)
{
iprintln("Test");
wait 5;
}
}

this code ill do in a text.gsc in my maps/mp/gametypes folder
and in the copied dm.gsc i put on main function this:
thread maps/mp/gametype/ext::main();

it should print Test in dm-gametype

is it right this way??
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liltc64
General Member
Since: Feb 12, 2007
Posts: 906
Last: Oct 22, 2012
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Wednesday, Feb. 16, 2011 12:38 am
yup thats correct.
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Wednesday, Feb. 16, 2011 12:58 am
cool [thumbs_up]

im on the right way! ;)

if it would work... lol
im keep testing it

edit:
alright got my problem
the good old zip-rar trap :)
damn its cool, my first mod :D prints Test xD rofl but im rly happy right now! lol

edit 2nd one:
yehaa i can now call an airstrike on stockmaps with binocs
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Thursday, Feb. 17, 2011 02:15 am
okay guys ^.^
now i know that the whole maps/mp/gametypes stuff is serverside
and i understand where to set up some scripts in there:)
tomorrow ill try to understand the quickmasseges or the menu stuff
there are 3-4 tutorials on some webpages

okay i wrote a namechanger.gsc :
Code:
renamer_init()
{
       level thread onPlayerConnect();
}

onPlayerConnect()
{

wrongname[0] = "UnnamedPlayer";
wrongname[1] = "Unknown Soldier";
wrongname[2] = "Killer";
wrongname[3] = "Motherfucker";
wrongname[4] = "flick";
wrongname[5] = "flicker";
wrongname[6] = "CONSLE";
wrongname[7] = "Sex";
wrongname[8] = "Fist";
wrongname[9] = "Anal";
wrongname[10] = "cancer";
wrongname[11] = "moron";
wrongname[12] = "gay";

badname[0] = "Nazi";
badname[1] = "Hitler";
badname[2] = "Goering";
badname[3] = "Adolf";
badname[4] = "Himmler";
badname[5] = "Nigga";
badname[6] = "african american";
badname[7] = "Sieg heil";
badname[8] = "Heil";
badname[9] = "Sieg";
badname[10] = "Rommel";
badname[11] = "Jew";
badname[12] = "Racist";
badname[13] = "Stalin";
badname[14] = "Heil hitler";

rannum = randomint(999);

	for(;;)
		{

		level waittill("connected", player);
		player.renamed = 0;

		for( i = 0 ; i < 13 ; i++ )
			{

			if(player.name == wrongname[i])
				{
				player setClientCvar("name","Played on ^1|^2G^1r^2Z^1|17 " + rannum );
				player.renamed = 1;
				wait 1;
				player iprintln("You got renamed to:^7" + player.name +"\n^7Please always keep correct names in ur head !");
				}
			}

		for( j = 0 ; j < 15 ; j++ )
			{
			if(player.name == badname[j])
				{
				player setClientCvar("name","Never used my Brain " + rannum );
				player.renamed = 1;
				wait 1;
				player iprintlnBold("You got renamed to:^7" + player.name +"\n^7Please always keep correct names in ur head !");
				}
			}
		}
}


it works good
with 1 issue:
it changes the name of the connecting player
but after that the player can rename himself to a badname
how can i fix that?
and 1 question:
i want the guys with badnames connect to server, rename and kick as lil judgement for it
how do i do this (kick them)?

thank youuuuuu :p
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