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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, supersword, playername, novemberdobby
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Author Topic: Add actor seaknight
alex457
General Member
Since: Oct 4, 2010
Posts: 59
Last: Oct 13, 2012
[view latest posts]
Level 3
Category: CoD4 SP Mapping
Posted: Wednesday, Nov. 2, 2011 02:09 pm
Hi!
How do I add Actors to seaknight helicopter?
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CrossX
General Member
Since: May 30, 2011
Posts: 10
Last: Dec 11, 2011
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Level 0
Category: CoD4 SP Mapping
Posted: Sunday, Dec. 11, 2011 06:22 am
I suggest you those tutorial:
(Easy)
http://modsonline.com/Tutorials-read-540.html
or
(Advanced)
http://modsonline.com/Tutorials-read-793.html
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alex457
General Member
Since: Oct 4, 2010
Posts: 59
Last: Oct 13, 2012
[view latest posts]
Level 3
Category: CoD4 SP Mapping
Posted: Monday, Dec. 12, 2011 07:37 am
to seaknight so does not work
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sam_fisher3000
General Member
Since: Apr 18, 2007
Posts: 807
Last: Dec 24, 2012
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Level 7
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Monday, Dec. 12, 2011 08:55 am
Follow the tutorial it works. Just need to change your model to a seaknight or ch64e.


Basics:

trigger - trigger_multiple

script_vehiclespawngroup 1
script_vehiclestartmove 1

Seaknight/ch64/helicopter

script_vehicleride 0
script_team allies
script_vehiclestartmove 1
script_vehiclespawngroup 1
vehicletype seaknight

Actor

script_vehicleride 0
script_startingposition 0 or 1 or 2 or any number below 9 //this is optional


script

Add this

maps\_seaknight::main( "vehicle_ch46e" );

above maps\_load::main();


zone file

Code:
xanim,seaknight_pilot_twitch xanim,seaknight_pilot_switches xanim,seaknight_copilot_twitch xanim,seaknight_copilot_switches xanim,seaknight_copilot_idle xanim,seaknight_pilot_idle xanim,ch46_unload_4_idle xanim,ch46_unload_3_idle xanim,ch46_unload_2_idle xanim,ch46_unload_1_idle xanim,ch46_load_4 xanim,ch46_unload_4 xanim,ch46_load_3 xanim,ch46_unload_3 xanim,ch46_load_2 xanim,ch46_unload_2 xanim,ch46_load_1 xanim,ch46_unload_1 xanim,ch46_doors_close xanim,ch46_doors_open xanim,sniper_escape_ch46_rotors xmodel,vehicle_ch46e fx,explosions/large_vehicle_explosion fx,misc/aircraft_light_cockpit_red fx,misc/aircraft_light_cockpit_blue fx,misc/aircraft_light_red_blink fx,misc/aircraft_light_wingtip_green fx,misc/aircraft_light_wingtip_red


Your main purpose is to attach AI to heli right? Then just test it out, no need for any vehicle paths. You may need one vehicle path for the starting node.

Then

vehicle_node

check mark the startpath and connect the vehicle to node.

Check this tut out in modsonwiki. It covers the seaknight directly. I just covered the basics.

Here


Hope this helps.

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alex457
General Member
Since: Oct 4, 2010
Posts: 59
Last: Oct 13, 2012
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Level 3
Category: CoD4 SP Mapping
Posted: Wednesday, Dec. 14, 2011 04:53 am
I've done so already it does not work
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alex457
General Member
Since: Oct 4, 2010
Posts: 59
Last: Oct 13, 2012
[view latest posts]
Level 3
Category: CoD4 SP Mapping
Posted: Wednesday, Dec. 14, 2011 06:06 am
I must use the model vehicle_ch46e_opened_door_interior Airlift mission,
not vehicle_ch46e

:/
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alex457
General Member
Since: Oct 4, 2010
Posts: 59
Last: Oct 13, 2012
[view latest posts]
Level 3
Category: CoD4 SP Mapping
Posted: Thursday, Jan. 26, 2012 11:50 am
ref...
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paulix90
General Member
Since: Aug 4, 2008
Posts: 70
Last: Jul 29, 2012
[view latest posts]
Level 3
Category: CoD4 SP Mapping
Posted: Friday, Jan. 27, 2012 12:24 am
do not spam this forum with triple posts.
And it is absolutely not a crime to think for yourself.
And maybe you did something wrong?
We're not gonna help you if you just keep saying that it is not working.
What is not working? Errors?
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