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Forum: All Forums : Call of Duty 2
Category: CoD2 Map + Mod Releases
Release announcements of custom maps and mods and other content related to Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, supersword, playername
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Author Topic: [Re-release] CoD4MoD [CoD2]
bLaCk_dEMOn_cL
General Member
Since: Jun 26, 2012
Posts: 6
Last: Aug 30, 2012
[view latest posts]
Level 0
Category: CoD2 Map + Mod Releases
Posted: Friday, Jul. 13, 2012 10:50 am
Run Server? server.cfg?
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Map + Mod Releases
Posted: Sunday, Jul. 15, 2012 12:43 pm
Small update:
Tried the blink objective method (use objective X for player A and player B to fill up to 16 players/team max) and i report: it does NOT work properly. The blinking is clearly visible.

Ive got more ideas i want to try before giving up though :)
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Map + Mod Releases
Posted: Tuesday, Jul. 17, 2012 01:35 pm
Code:

Update:


Martyrdom is now working with proper nadeindicators.
http://www.xfire.com/video/59121c/
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD2 Map + Mod Releases
Posted: Tuesday, Jul. 17, 2012 01:41 pm
IzNoGoD writes...
Quote:
Code:

Update:


Martyrdom is now working with proper nadeindicators.
http://www.xfire.com/video/59121c/


Nice! How did you do that? Care to share?
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Map + Mod Releases
Posted: Tuesday, Jul. 17, 2012 01:45 pm
Sure. Copy-pasting some random code here that no-one can use on their own.

Code:


drawmartyrnadeshud()
{
	maxdist=200;
	toshow=[];
	for(i=0;i<level.martyrnades.size;i++)
	{
		if(distancesquared(level.martyrnades[i].origin,self.origin)<maxdist*maxdist)
			toshow[toshow.size]=level.martyrnades[i];
	}
	if(!isdefined(self.nadeicons))
		self.nadeicons=[];
	newicons=[];
	for(i=0;i<self.nadeicons.size;i++)
	{
		if(isdefined(self.nadeicons[i].nade)&&isinarray(self.nadeicons[i].nade,toshow))
		{
			f=anglestoforward(self getplayerangles());
			f=vectornormalize((f[0],f[1],0));
			n=vectornormalize((self.nadeicons[i].nade.origin[0],self.nadeicons[i].nade.origin[1],0)-(self.origin[0],self.origin[1],0));
			y=-1*vectordot(f,n);
			x=vectordot((f[1],-1*f[0],0),n);
			a=self getplayerangles();
			b=vectortoangles(n);
			angle=getangle(a[1],b[1]);
			self.nadeicons[i].icon.x=x*level.nadeiconiconradius;
			self.nadeicons[i].icon.y=y*level.nadeiconiconradius;
			self.nadeicons[i].arrow.x=x*level.nadeiconarrowradius;
			self.nadeicons[i].arrow.y=y*level.nadeiconarrowradius;
			self.nadeicons[i].arrow setclock(angle*1000,360000,"hudmartyrdom",24,24);
			newicons[newicons.size]=self.nadeicons[i];
			newtoshow=[];
			for(j=0;j<toshow.size;j++)
			{
				if(isdefined(toshow[j])&&toshow[j]!=self.nadeicons[i].nade)
					newtoshow[newtoshow.size]=toshow[j];
			}
			toshow=newtoshow;
		}
		else
		{
			if(isdefined(self.nadeicons[i].arrow))
				self.nadeicons[i].arrow destroy();
			if(isdefined(self.nadeicons[i].icon))
				self.nadeicons[i].icon destroy();
		}
	}
	self.nadeicons=newicons;
	for(i=0;i<toshow.size;i++)
	{
		f=anglestoforward(self getplayerangles());
		f=vectornormalize((f[0],f[1],0));
		n=vectornormalize((toshow[i].origin[0],toshow[i].origin[1],0)-(self.origin[0],self.origin[1],0));
		y=-1*vectordot(f,n);
		x=vectordot((f[1],-1*f[0],0),n);
		a=self getplayerangles();
		b=vectortoangles(n);
		angle=getangle(a[1],b[1]);

		struct=spawnstruct();
		struct.arrow=newclienthudelem(self);
		struct.arrow maps\mp\gametypes\_huds::setstuff(x*level.nadeiconarrowradius,y*level.nadeiconarrowradius,"center","middle","center_safearea","center_safearea");
		struct.arrow setclock(angle*1000,360000,"hudmartyrdom",24,24);
		struct.arrow.setarchive=true;
		struct.icon=newclienthudelem(self);
		struct.icon maps\mp\gametypes\_huds::setstuff(x*level.nadeiconiconradius,y*level.nadeiconiconradius,"center","middle","center_safearea","center_safearea");
		struct.icon.setarchive=true;
		struct.icon setshader("hud_grenadeicon",24,24);
		struct.nade=toshow[i];
		self thread blinkicons(struct.icon,struct.arrow);
		self.nadeicons[self.nadeicons.size]=struct;
	}
}

getangle(a,b)
{
	toreturn=a-b;
	while(toreturn<=0)
		toreturn+=360;
	return toreturn;
}

spawnmartyrnade(point)
{
	nade=spawn("script_model",point);
	nade setmodel("xmodel/weapon_mk2fraggrenade");
	nade.nadecookstarttime=gettime();
	nade.owner=self;
	nade.ismartyrnade=true;
	nade.monitoring=true;
	nade thread explodeaftercount(gettime()+level.nadecooktime,"frag",self);
	level.martyrnades[level.martyrnades.size]=nade;
	nade thread bounce();
}

bounce()
{
	self movegravity((0,0,0),5);
	trace=bullettrace(self.origin,self.origin-(0,0,10000),false,self);
	time=0;
	while(isdefined(self)&&time<5&&self.origin[2]>trace["position"][2])
	{
		time+=0.05;
		wait 0.05;
	}
	if(isdefined(self))
		self.origin=trace["position"];
}
	


blinkicons(i,j)
{
	time=0.2;
	self endon("killed_player");
	self endon("disconnect");
	self endon("spawned_player");
	while(isdefined(self)&&isdefined(i)&&isdefined(j))
	{
		i.alpha=1;
		j.alpha=1;
		i fadeovertime(time);
		j fadeovertime(time);
		j.alpha=0;
		i.alpha=0;
		wait time;
		if(isdefined(self)&&isdefined(i)&&isdefined(j))
		{
			i fadeovertime(time);
			j fadeovertime(time);
			j.alpha=1;
			i.alpha=1;
		}
		wait time*2;
	}
}


Thats all :)
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Map + Mod Releases
Posted: Wednesday, Jul. 25, 2012 08:42 am
Code:

Update:


- Above code has been reduced a bit. It now uses one hud elem per nadeindicator (images by rezil)
- UAV has been fully implemented but needs a bit of play/stability testing before I call it completed. Vid here: http://www.xfire.com/video/5955ad/


Currently working on modern ammo indicator. You can already see a teaser in above video. It does not require any hud elements in order to work :)
This immediately shows the downside: it doesnt show on killcams, which is unacceptable. Now thinking about a way to show it in killcams, I have some ideas which need just a little bit more thought and testing.

For everyone running v4.1, I no longer support this version. I redid the whole menu-handling part which was a total mess in 4.1. Also applied various bugfixes to the rest of the code so it looks better.

Im not sure wheter I will release a new version.
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z0d
General Member
Since: Apr 29, 2012
Posts: 33
Last: May 8, 2013
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Monday, Nov. 5, 2012 06:44 am
Could you explain how did u make it work? How do red dots working?
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z1ppo
General Member
Since: Feb 14, 2013
Posts: 1
Last: May 4, 2013
[view latest posts]
Level 0
Category: CoD2 Map + Mod Releases
Posted: Saturday, May. 4, 2013 04:03 am
Please upload a new version? (possible without the modern weapons?)

*Sorry my english very bad [rolleyes]
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