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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
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Author Topic: Hand Lantern mod for cod? Please!
Matthew089
General Member
Since: Jan 13, 2009
Posts: 12
Last: Aug 20, 2012
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Level 1
Category: CoDUO Mapping
Posted: Thursday, Jan. 5, 2012 07:32 pm
Hello! I have a question... Does somebody have or can write the hand lantern mod for CoD UO? Something like this:


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Matthew089
General Member
Since: Jan 13, 2009
Posts: 12
Last: Aug 20, 2012
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Level 1
Category: CoDUO Mapping
Posted: Saturday, Jan. 7, 2012 12:23 pm
anybody?[confused]
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paulix90
General Member
Since: Aug 4, 2008
Posts: 70
Last: Jul 29, 2012
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Level 3
Category: CoDUO Mapping
Posted: Saturday, Jan. 7, 2012 08:45 pm
I think you have to do it by yourself.
It is a lot of work because someone has to make the lantern and all the animations. And I think nobody wants to do that.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoDUO Mapping
Posted: Saturday, Jan. 7, 2012 09:10 pm
does UO support playfxontag() ?

or how shall it lighten up the environment? Are there even dynamic lights?!

it's alot of work indeed, you need world model and view model, a lantern weapon without ammo and sounds (i guess) and holding animations
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paulix90
General Member
Since: Aug 4, 2008
Posts: 70
Last: Jul 29, 2012
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Level 3
Category: CoDUO Mapping
Posted: Saturday, Jan. 7, 2012 09:17 pm
That is also another problem sevenz, coduo doesn't support dynamic lights. I think this is impossible in codUO. In cod4 it would be possible but still a lot of work.
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Matthew089
General Member
Since: Jan 13, 2009
Posts: 12
Last: Aug 20, 2012
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Level 1
Category: CoDUO Mapping
Posted: Saturday, Jan. 7, 2012 11:44 pm
okey guys, so this is it. Thanks anyway.
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ozzy
General Member
Since: Jul 9, 2004
Posts: 59
Last: Apr 23, 2019
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Level 3
Category: CoDUO Mapping
Posted: Saturday, Jan. 7, 2012 11:55 pm
look at the zombie mod they have flash lights tagged onto the guns

maybe that could help
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
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Level 7
Category: CoDUO Mapping
Posted: Sunday, Jan. 8, 2012 09:21 am
Sevenz writes...
Quote:
does UO support playfxontag() ?

or how shall it lighten up the environment? Are there even dynamic lights?!

it's alot of work indeed, you need world model and view model, a lantern weapon without ammo and sounds (i guess) and holding animations


No, UO (COD1) does not support playfxontag() because it doesn't support any type of function which gets a model tag dynamically.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoDUO Mapping
Posted: Sunday, Jan. 8, 2012 12:35 pm
thanks tally, but does it support dynamic lights / looping fx, which can be moved?
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kaje11
General Member
Since: Oct 16, 2010
Posts: 8
Last: Jul 23, 2012
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Level 0
Category: CoDUO Mapping
Posted: Sunday, Jan. 8, 2012 01:54 pm
Sorry, but you're wrong.
CoD1 and UO supports playFXonTag :)
Usage: (fx, entity, tag).
But about lantern, you'll need to play fx on tag "tag_weapon_right" on player.

You can also move FXs, by changing origin in function (then you'll need short life time of effect).

edited on Jan. 8, 2012 06:54 am by kaje11
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