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Forum: All Forums : Call of Duty 4
Category: CoD4 SP Mapping
CoD 4 mapping and level design for single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: How do i make a bunch of dead russians?
9837265498
General Member
Since: Nov 6, 2009
Posts: 193
Last: Jan 23, 2012
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Monday, Jun. 6, 2011 02:03 am
ok this method should work i just need some help for the radiant side of things.

Code:
{
	maps\_load::main();

	thread deadguys02();
}



#using_animtree("generic_human");
deadguys02()
{
	spot01	= getent("corpse01","script_noteworthy");
	spot02	= getent("corpse02","script_noteworthy");
	spot03	= getent("corpse03","script_noteworthy");
	spot04	= getent("corpse04","script_noteworthy");

	guy 	= corpse_drone( spot01, spot01.origin, spot01.angles );
	guy 	useAnimTree( #animtree );

	guy 	setanim( %covercrouch_death_1 );

	guy 	= corpse_drone( spot02, spot02.origin, spot02.angles );
	guy 	useAnimTree( #animtree );

	guy 	setanim( %covercrouch_death_2 );

	guy 	= corpse_drone( spot03, spot03.origin, spot03.angles );
	guy 	useAnimTree( #animtree );

	guy 	setanim( %covercrouch_death_3 );

	guy 	= corpse_drone( spot04, spot04.origin, spot04.angles );
	guy 	useAnimTree( #animtree );

	guy 	setanim( %corner_standR_death_grenade_slump );

}
		
		
corpse_drone( link, origin, angles )
{
	spawner = getent( "russian_dead", "script_noteworthy" );
	spawner.count = 1;
	ai = dronespawn( spawner );
	ai.script_noteworthy = undefined;
	ai.ignoreall = true;
	ai.ignoreme = true;
	ai.team = "neutral";
	ai detach( getWeaponModel( "ak47" ), "TAG_WEAPON_RIGHT" );
	ai.origin = origin;
	ai.angles = spawner.angles + angles;
	ai linkto( link );
	wait .05;
	return ai;
}


i have never worked with drones before this and i would like some help troubleshooting

ai = dronespawn( spawner ); flags an undefined is not a field entity. that would be my spawner object.

What i currently have is a ally_russian_dead_ak47 with spawner checked. Apparently that is wrong, so what do i need instead.

TYIA
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
[view latest posts]
Level 8
Category: CoD4 SP Mapping
Posted: Monday, Jun. 6, 2011 02:32 am
wouldnt it be juist easier to post a model of the dead corspse? seems like a lot of trouble just to have x things lying around doing nothing.
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9837265498
General Member
Since: Nov 6, 2009
Posts: 193
Last: Jan 23, 2012
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Monday, Jun. 6, 2011 03:06 pm
what is the xmodel name to corpses you are referencing?

Are they:
body_sp_russian_loyalist_a_dead
body_sp_russian_loyalist_b_dead
body_sp_russian_loyalist_c_dead
body_sp_russian_loyalist_d_dead

plus

head_sp_loyalist_alex_helmet_body_a_dead
head_sp_loyalist_josh_helmet_body_c_dead
head_sp_loyalist_mackey_hat_body_b_dead
head_sp_loyalist_tom_hat_body_d_dead

because these are the character files for ally_russian_loyalist_dead_ak47.

i find it more useful to use an animated drone, rather than two xmodels rotated around so as to lay on the ground like they fell asleep.

It most certainly isn't the easiest way but i think in the long run it will prove to be the better way, as this is the way IW did it in their levels.

sorry to sound terse, it is just i had a interesting morning already that kind of put me off.
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
[view latest posts]
Level 8
Category: CoD4 SP Mapping
Posted: Monday, Jun. 6, 2011 04:05 pm
im not sure what their model names were but u might be right about them being ally russians. Still would be easier, i would sure hope so, to just place the xmodels there and and rotate them maybe even add a clip on them or something. as for your morning its ok we've all have had one of those days, just glad to see ur keeping it in check.
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9837265498
General Member
Since: Nov 6, 2009
Posts: 193
Last: Jan 23, 2012
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Monday, Jun. 6, 2011 07:09 pm
I have an ai spawner with:
spawner
forcespawn
script_drone 1
script_noteworthy russian_dead

and the code:

Code:
#include maps\_utility;

#include maps\_anim;

#include common_scripts\utility;



main()
{
	maps\_load::main();
	maps\_drone::init();
	thread deadguys02();
}



#using_animtree("generic_human");
deadguys02()
{
	spot01	= getent("corpse01","script_noteworthy");
	spot02	= getent("corpse02","script_noteworthy");
	spot03	= getent("corpse03","script_noteworthy");
	spot04	= getent("corpse04","script_noteworthy");

	guy 	= corpse_drone( spot01, spot01.origin, spot01.angles );
	guy 	useAnimTree( #animtree );

	guy 	setanim( %covercrouch_death_1 );

	guy 	= corpse_drone( spot02, spot02.origin, spot02.angles );
	guy 	useAnimTree( #animtree );

	guy 	setanim( %covercrouch_death_2 );

	guy 	= corpse_drone( spot03, spot03.origin, spot03.angles );
	guy 	useAnimTree( #animtree );

	guy 	setanim( %covercrouch_death_3 );

	guy 	= corpse_drone( spot04, spot04.origin, spot04.angles );
	guy 	useAnimTree( #animtree );

	guy 	setanim( %corner_standR_death_grenade_slump );

}
		
		
corpse_drone( link, origin, angles )
{
	spawner = getent( "russian_dead", "script_noteworthy" );
	spawner.count = 1;
	ai = dronespawn( spawner );
	ai.script_noteworthy = undefined;
	ai.ignoreall = true;
	ai.ignoreme = true;
	ai.team = "neutral";
	ai detach( getWeaponModel( "ak47" ), "TAG_WEAPON_RIGHT" );
	ai.origin = origin;
	ai.angles = spawner.angles + angles;
	ai linkto( link );
	wait .05;
	return ai;
}


this has fixed the first error, but now i am getting:

Undefined is not an entity _spawner.gsc line 666
size = guy getattachsize();

any ideas?
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