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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Moving a s&d target
Ni3ls
General Member
Since: Nov 7, 2008
Posts: 256
Last: Sep 9, 2017
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Thursday, Jan. 17, 2013 09:57 am
You can edit them with notepad. But it's possible to make it bigger. I once created tdm spawns in a dm map.

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Grorigan
General Member
Since: Mar 26, 2011
Posts: 66
Last: Jun 23, 2013
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Thursday, Jan. 17, 2013 01:19 pm
Yeah, I edit it with notepad++.

Niels, when I add a character, I need to remove another one, for example in an origin or angles :
Code:
"angles" "0 2.50448e-006 0"

becomes :
Code:
"angles" "0 0 0"


But if I don't keep the length exactly identical, CoD2 doesn't want to load the map. And removing enough characters to add a new target will be hard !
How did you change the length of the file ?
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Ni3ls
General Member
Since: Nov 7, 2008
Posts: 256
Last: Sep 9, 2017
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Thursday, Jan. 17, 2013 07:08 pm
To add spawnpoints:
Place the old d3bps file in main/maps/mp
Open it with notepad and copy the latest part about entities
Code:
      
                          
                                                                                                                 
                                                                                                                                                                                                                                                TD  fD  TD                      
{
"classname" "worldspawn"
"northyaw" "90"
"_color" "1.95.95"
"ambient" "0.05"
"sundiffusecolor" "0.80 0.82 0.85"
"sundirection" "-137.8 305 0"
"suncolor" "0.9 0.95 1"
"sunlight" "1.5"
}
{
"classname" "mp_global_intermission"
"angles" "0 315 0"
"origin" "16 24 520"
}
{
"classname" "mp_dm_spawn"
"angles" "0 15 0"
"origin" "48 24 320"
}
{
"classname" "mp_dm_spawn"
"angles" "0 240 0"
"origin" "360 416 320"
}


Close it without saving
Go to map_source and create a new.txt file
write down "iwmap4" and paste the part of the script with new spawnpoints
Code:
iwmap 4
{
"classname" "worldspawn"
"northyaw" "90"
"_color" "1.95.95"
"ambient" "0.05"
"sundiffusecolor" "0.80 0.82 0.85"
"sundirection" "-137.8 305 0"
"suncolor" "0.9 0.95 1"
"sunlight" "1.5"
}
{
"classname" "mp_global_intermission"
"angles" "0 315 0"
"origin" "16 24 520"
}
{
"classname" "mp_dm_spawn"
"angles" "0 15 0"
"origin" "48 24 320"
}
{
"classname" "mp_dm_spawn"
"angles" "0 240 0"
"origin" "360 416 320"
}
{
"classname" "mp_tdm_spawn"
"angles" "0 15 0"
"origin" "48 24 320"
}
{
"classname" "mp_tdm_spawn"
"angles" "0 240 0"
"origin" "360 416 320"
}


Save this file as a .map with the same name as the d3bsp file.
Now start Compile Tools and select only "Compile BSP" and "onlyents".
Compile the map and the new spawnpoints are added

Credits to Derix from www.modbase.be
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