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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: Breaching
cashkingb
General Member
Since: May 21, 2011
Posts: 35
Last: Dec 28, 2011
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Level 2
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Tuesday, Dec. 20, 2011 09:52 am
Okay now i'm making a mission where you and a special ops team breach and clear a drug compound. Now i know what i'm doing when it comes to triggers and stuff. But i don't know how to make two ai actors breach a door by planting explosives on it (The one in Charlies don't surf at the beginning, the level where you rescue griggs and breach that door to get to him) Now ive done my searching and found nothing so if anyone would like to explain to me how this can be done i would be very happy. Thanks for any help!
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9837265498
General Member
Since: Nov 6, 2009
Posts: 193
Last: Jan 23, 2012
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Level 4
Category: CoD4 SP Mapping
Posted: Tuesday, Dec. 20, 2011 09:28 pm
you would utilize the breacher gscs

Code:
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 
_breach global script

NOTE: Load \test\breach.d3dbsp to test all supported breaches

 -- -- -- -- -- -- -- -- -- -- -- -- -- 
Currently supported breaches( sBreachType )
 -- -- -- -- -- -- -- -- -- -- -- -- -- 
"explosive_breach_left"
"shotgunhinges_breach_left":
"flash_breach_no_door_right":


 -- -- -- -- -- -- -- -- -- -- -- -- -- 
How to use
 -- -- -- -- -- -- -- -- -- -- -- -- -- 

1 )  Add any of the following above _load:::main();

	maps\_breach_explosive_left::main(); 
	maps\_breach_flash_right::main(); 
	maps\_breach_hinges_left::main(); 
	
	
	 * * * * AND * * * * * 
	
	maps\_breach::main(); 
   
 

2 ) ROOM VOLUME: Create an info_volume that encompasses the room being assaulted.
				( used to stun enemies during explosive breaches, determine where AI throws flash grenades, 
				and to detect when the room is cleared )

3 ) DOOR: 		Have the room volume script_linkTo a door( script_model or script_brushmodel ) with an origin that
				points in towards the interior of the room( all stacking / breaching anims play on this origin ). 
				see model com_door_01_handleleft for an example.
				
				If you use a script_brushmodel, you will need to manually target it to a script_origin on the
				lower right corner of the door frame that points in towards the interior of the room.
				
4 ) NO DOOR: 	If the breach does not require a door( like for flashbang only breaches ), you need to have the 
				room volume script_linkTo a script_origin on the edge of the door frame pointing in towards the room.
				
5 ) BLOCKER: 	The model door needs to target a script_brushmodel blocker( not necessary if you use 
				a script_brushmodel door instead )

5 ) EXPLODER: 	All doors must script_linkTo a script_origin in the center of the door with a 'script_exploder' key 
				of any number. Used to play default fx and will later by used by fx artists for additional
				smoke or custom effects in the room
				
 -- -- -- -- -- -- -- -- -- -- -- -- -- 
Function arguments
 -- -- -- -- -- -- -- -- -- -- -- -- -- 
 < volume > thread breach_think( aBreachers, sBreachType, sHintString, bSpawnHostiles, bPlayDefaultFx, bShoot );

 < volume > 	 = The room volume being breached
aBreachers	 = The array of friendlies performing the breach( can not be more than 2 )
sBreachType	 = which breach to perform. See / test / breach to see currently supported breaches
sHintString	 = Pass a hintstrig to display if you trigger the breach with a "use" trigger
bSpawnHostiles = true / false value if you want to spawn hostiles inside right before the breach is started
bPlayDefaultFx = defaults to true. Set to false and add effects to the exploder instead if you like
bShoot = some breaches have the AI firing randomly as they storm into a room while they are still playing the scripted anim. True by default

 -- -- -- -- -- -- -- -- -- -- -- -- -- 
PROPERTIES
 -- -- -- -- -- -- -- -- -- -- -- -- -- 
.firstBreacher - to have a specific guy be the first to a breach. If undefined, will choose whichever AI is closest to the door at the time the breach script is called
 
 
 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *


set it up, trigger it, and voila!

You will need to include the _breacher.gsc and the _breacher_typeyouchose.gsc in you main.

I did one of the shotgun breaches in a sp test map a while ago, it definitely makes the level seem cooler.
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cashkingb
General Member
Since: May 21, 2011
Posts: 35
Last: Dec 28, 2011
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Level 2
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Tuesday, Dec. 20, 2011 10:45 pm
Uhh i'm kinda stuck here. It might be a pain but could you please explain in more detail what i have to do? thanks.
edited on Dec. 20, 2011 04:44 pm by cashkingb
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
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Level 8
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Wednesday, Dec. 21, 2011 09:23 am
I made you a module as an example:
www.alexromo.com/files/CoDTutorials/module_breach.zip

http://www.youtube.com/watch?v=APZPRN_ZXHk&hd=1

Just copy the files to your root CoD directory, link (has the BSP compiled already) and run it. Then look in the map source and script.
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cashkingb
General Member
Since: May 21, 2011
Posts: 35
Last: Dec 28, 2011
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Level 2
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Wednesday, Dec. 21, 2011 09:51 am
Thanks Sparky your a legend i'll take a look at the map and look how it is done i'll post back when i have done it or need help thanks!

edited on Dec. 21, 2011 02:56 am by cashkingb

First i must say great work on that breach second i'm taking a look in the editor now thanks!

edited on Dec. 21, 2011 03:32 am by cashkingb

boy do i suck at this Maybe i'm not ready for this this. i'll need to learn scripting more but the trouble is that their really is no place to learn that kind of scripting in the gsc.
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
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Level 8
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Thursday, Dec. 22, 2011 01:51 am
Did something not make sense or running into errors with the module?

You could try blocking out your gameplay to the level first with minimal scripting using spawn triggers and color system, then go back later and make the scripted moments work around your gameplay. Which is probably better than painting yourself into a corner by adding scripted sequences first and then trying to do gameplay around it.

I can make more modules if you need them, I just got a headset recently too so I plan on making video tutorials and more modules for SP stuff to help grow interest in that part of the game.
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cashkingb
General Member
Since: May 21, 2011
Posts: 35
Last: Dec 28, 2011
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Level 2
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Thursday, Dec. 22, 2011 02:28 am
your module works perfect i viewed it serveral times just for fun but when went in to the editor it made my eyes pop out looking at all of the things there i dont really understand what i'm doing. By the way it would be awesome to start making sp video tutorials we need more of them around to help people
edited on Dec. 21, 2011 07:30 pm by cashkingb



edited on Dec. 21, 2011 07:32 pm by cashkingb
heres things i know:
Color Groups
Moving to Cover
basic gsc script
player loadout
invincible teammates
spawning teammates and allies
and more



edited on Dec. 22, 2011 04:45 am by cashkingb[/i
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cashkingb
General Member
Since: May 21, 2011
Posts: 35
Last: Dec 28, 2011
[view latest posts]
Level 2
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Thursday, Dec. 22, 2011 02:45 am
Was going to post map but lost the files :c

edited on Dec. 22, 2011 12:40 am by cashkingb
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cashkingb
General Member
Since: May 21, 2011
Posts: 35
Last: Dec 28, 2011
[view latest posts]
Level 2
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Saturday, Dec. 24, 2011 02:22 am
i'm going to mark my thread as solved as i dont think i'm ready for this much scripting
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