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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Some questions
Genesis_Mason
General Member
Since: Jul 28, 2011
Posts: 7
Last: Aug 6, 2011
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Level 0
Category: CoD Mapping
Posted: Wednesday, Aug. 3, 2011 01:38 pm
Okey i have some questions:
1.How to make special actors (like price, elder or moody)?
2.How to make minefield that affects AI too ?
3.How to make AI that hasnt got weapon (RedSquare is an example)?
4.How can i see Clip Player or other tools when placed it?

Thanks for watching and reading this ;)
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Genesis_Mason
General Member
Since: Jul 28, 2011
Posts: 7
Last: Aug 6, 2011
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Level 0
Category: CoD Mapping
Posted: Wednesday, Aug. 3, 2011 05:13 pm
HELLLLO
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Genesis_Mason
General Member
Since: Jul 28, 2011
Posts: 7
Last: Aug 6, 2011
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Level 0
Category: CoD Mapping
Posted: Friday, Aug. 5, 2011 11:45 am
Why doesnt anyone reply?!? [jumping] [machine_gun] [mad] [cry] [banghead]
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9837265498
General Member
Since: Nov 6, 2009
Posts: 193
Last: Jan 23, 2012
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Level 4
Category: CoD Mapping
Posted: Friday, Aug. 5, 2011 02:56 pm
well I have never messes with COD, but I mess with COD4 allot, so some of this maybe new or ....indated?

1. Assman, or Notepad: create new character and Aitype files
if you want new models, you can reskin a stock model or create your own in a a modeling program

2. Depends on how you built your minefield, but basically have your triggers with axis/allies/neutral checked aswell as having the damage be a damage radius rather than self dodamage

3. you can take the characters weapon by a simple remove weapons command, but getting them to move, jump, etc unarmed you'll need to assign them anims like unarmed_run

4. press F in radiant and check clip and transparent

once again, i must warn you that this is not perfect and i don't believe i have any of the exact commands, but it will get you started on your research. Some of those things are tougher than others, and don't bite off more than you can chew.

I know I had great ideas at how i was going to turn Cod4 into my own custom movie, but soon learned just how much work is involved. Just keep working, learning, testing, and troubleshooting, and you will get it.
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Genesis_Mason
General Member
Since: Jul 28, 2011
Posts: 7
Last: Aug 6, 2011
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Level 0
Category: CoD Mapping
Posted: Saturday, Aug. 6, 2011 04:50 pm
Thanks but i have one more...

How to make certain ally AI immortal?

Thanks Again [wave]
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9837265498
General Member
Since: Nov 6, 2009
Posts: 193
Last: Jan 23, 2012
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Aug. 7, 2011 06:00 pm
there are several ways but easiest is:

Code:
car_driver 			thread magic_bullet_shield( undefined, undefined, undefined, undefined, true );


here is some info about it:

Code:
///ScriptDocBegin
"Name: magic_bullet_shield( <health> , <time> , <oldhealth> , <maxhealth_modifier>, <no_death_detection> )"
"Summary: Makes an AI invulnerable to death. When he gets shot, he is ignored by enemies for < time > seconds and his health is regenerated."
"Module: AI"
"CallOn: AI"
"OptionalArg: <health> : Health to set on the AI while in magic_bullet_shield. Default is 100000000."
"OptionalArg: <time> : Time in seconds that the AI will be ignored after taking damage. Default is 0 seconds (not ignored)."
"OptionalArg: <oldhealth> : Health to give the AI when magic bullet shield is turned off. Default is the AI's health value when magic_bullet_shield is called."
"OptionalArg: <maxhealth_modifier> : Multiplier for the AI's .maxhealth while in magic_bullet_shield mode. Modifies the color the friendly name will be. This is rarely set, but sometimes used for scripted sequences."
"OptionalArg: <no_death_detection> : Set this to make the AI not script error on death, like if you want the guy to be deletable."
"Example: friendly thread magic_bullet_shield();"
"SPMP: singleplayer"
///ScriptDocEnd


all you need is _utility.gsc included

there is also a stop command:

Code:
///ScriptDocBegin
"Name: stop_magic_bullet_shield()"
"Summary: Stops magic bullet shield on an AI, setting his health back to a normal value and making him vulnerable to death."
"Module: AI"
"CallOn: AI"
"Example: friendly stop_magic_bullet_shield();"
"SPMP: singleplayer"
///ScriptDocEnd
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