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Topic: Breaching |
| cashkingb |
General Member Since: May 21, 2011 Posts: 35 Last: Dec 28, 2011 [view latest posts] |
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| 9837265498 |
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General Member Since: Nov 6, 2009 Posts: 193 Last: Jan 23, 2012 [view latest posts] |
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Category: CoD4 SP Mapping Posted: Tuesday, Dec. 20, 2011 09:28 pm |
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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":
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How to use
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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
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Function arguments
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< 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
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.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 [view latest posts] |
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| SparkyMcSparks |
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General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
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| cashkingb |
General Member Since: May 21, 2011 Posts: 35 Last: Dec 28, 2011 [view latest posts] |
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| SparkyMcSparks |
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General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
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| cashkingb |
General Member Since: May 21, 2011 Posts: 35 Last: Dec 28, 2011 [view latest posts] |
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| cashkingb |
General Member Since: May 21, 2011 Posts: 35 Last: Dec 28, 2011 [view latest posts] |
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| cashkingb |
General Member Since: May 21, 2011 Posts: 35 Last: Dec 28, 2011 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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