Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 41 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: Stuka - I want to do some turnovers
Matthew089
General Member
Since: Jan 13, 2009
Posts: 12
Last: Aug 20, 2012
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Sunday, Jan. 1, 2012 01:46 am
Okey, so... There is a problem with my Stuka [ohwell]
I can make it move to the point on my map, but... it is very simply. only one move ahead. I want to do like it's real "stuka coming back!" and shooting. I make something like this:
Code:
stuka(){ wait(10); stukas = getent("stuka","targetname"); stukas moveto((9872,-300,832),3.5); stukas waittill("movedone");  stukas moveto((-11000,-344,0),6.5); stukas rotateto((20,180,-25),1);  stukas waittill("rotatedone"); stukas rotateto((20,180,0),0.6); stukas movex(-12500,4.5,0,0); }

but it's still suck. It's not what i'm want. Can U help me, guys?
Share |
Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Jan. 1, 2012 10:08 am
What is wrong with the code above? does it not work?

Also in multiplayer, moving vehicles is always a little choppy, you need to create origins to move to (as you know), the only way of making it look better is to have a lot of origins and then carefully modify the timing/speed to make it appear smooth and realistic
Share |
Matthew089
General Member
Since: Jan 13, 2009
Posts: 12
Last: Aug 20, 2012
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Sunday, Jan. 1, 2012 11:55 am
(This code is for Single Player)
code is working fine. But it's look like this:

and i want it to look like this:

I'll try with origins. Thanks anyway.
Share |
TexasRebel
General Member
Since: May 1, 2006
Posts: 373
Last: Aug 20, 2013
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Sunday, Jan. 1, 2012 09:18 pm
If you use origins, then you are just using a variable in place of (x y z) which you already defined. The main thing to take from mystic's post is to add more coordinates into the mix.

And if you want you can create a flat speed you want to use say

speed = 50;

then you can get the distance between each point with a calculation, sry cant remember function name atm.

time = distance / speed;

then just plug in the time variable into the move function, and repeat the calculation for the next set of points.

edited on Jan. 1, 2012 02:25 pm by TexasRebel


http://modsonline.com/Forums-top-61525-0.html%23567772
Check this link out for the code KillJoy gave me when i was working on a moving train around a curved track. He used it for dive bombing stukas.

This one requires the origins added into radiant with targetnames wpt1 and so on, but as i said you could just input your own coordinates instead if you knew them.
Share |
serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Jan. 1, 2012 10:10 pm
there are 2 solutions for it:

[1]
- move the plane straight to the startingpoint of the curve
- spawn a script_origin in the center of the circle
- link the plane to the script_origin
- rotate the script_origin
- unlink the plane & delete the script_origin
- move the plane again stright

[2]
- place many note's or script_origin's in your map
- if its a vehicle, you can set the goalpaths, or
- move the plane to the next origin (with a wait( time - 0.1 ) so theres no delay between) and rotate it simultan

for translation/rotation:
Code:
plane moveTo( nextPoint , time - 0.1 , 0 , 0 );
plane rotateTo( vectorToAngles( nextPoint - currentPoint ) , time - 0.1 , 0 , 0 ); //face the next point
Share |
bubbazan68
General Member
Since: May 24, 2010
Posts: 62
Last: Oct 3, 2016
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Tuesday, Jan. 31, 2012 07:11 am
[banghead] ok TexasRebel
between killJoy and what you came up with how or were do you add sound? i used the train_test moved the origens around so i can mae it for the dive bombing stukas,
but how or where do you add sound? thanks


Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Call of Duty : CoDUO Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»