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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
Grorigan
General Member
Since: Mar 26, 2011
Posts: 66
Last: Jun 23, 2013
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 16, 2013 03:31 pm
Hi all ! [wave]

I've never made a map, but I already modify a .d3dbsp file in a map when I wanted to move attackers spawns. I changed the "origin" of the "classname" "mp_sd_spawn_attacker".
Example :
Code:
{
"origin" "-184 1160 24"
"angles" "0 0 0"
"classname" "mp_sd_spawn_attacker"
}

become :
Code:
{
"origin" "-63 1050 20"
"angles" "0 0 0"
"classname" "mp_sd_spawn_attacker"
}


It works fine.

Now, I want to move a s&d target. I tryed to change the "origin" of all objects with "script_gameobjectname" "bombzone", and I have a curious result :
    - The target, for example a truck, now cannot be seen at old position, but at the new position. Ok.

    - A player cannot plant at old position, and can plant at the new position, because the trigger has been moved. Ok.

    - BUT : Players can go through the truck at new position, and cannot go through the old position of the truck. Seems like the 'invisible geometric entity' of the truck has not been moved.

My questions :
    - Is it possible to move that 'invisible geometric entity' ?

    - if yes, how ?
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ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2726
Last: Nov 15, 2020
[view latest posts]
Level 9
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 16, 2013 04:48 pm
It will probably be a collmap, try and move the collmap related to the model file, and that should solve your problem:) Thanks, Ukdjaj[thumbs_up]
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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: Wednesday, Jan. 16, 2013 05:03 pm
Thx for reply [thumbs_up]

Yeah, I think the same. But how to find this collmap ?

For example, in a map (africorps vs desertrats), I have this :

Code:
{
"target" "pf702_auto1"
"script_bombmode_single" "1"
"script_team" "axis"
"script_bombmode_dual" "1"
"script_bombmode_original" "1"
"script_label" "A"
"classname" "trigger_use_touch"
"targetname" "bombzone"
"script_gameobjectname" "bombzone"
"origin" "868 -699 47"
"model" "*13"
}
{
"script_sound" "flak88_explode"
"classname" "script_model"
"model" "xmodel/german_artillery_flak88_aa_d_static"
"angles" "0 3.18772e-006 0"
"script_exploder" "7021"
"targetname" "exploder"
"origin" "868 -699 -1"
"script_gameobjectname" "bombzone"
}
{
"origin" "868 -699 -1"
"script_exploder" "7021"
"angles" "0 3.18772e-006 0"
"model" "xmodel/german_artillery_flak88_aa_static"
"classname" "script_model"
"script_gameobjectname" "bombzone"
}


But I don't find other "german_artillery_flak88" which are not link to dm, ctf, or tdm mode.

How can I find this collmap ?
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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: Wednesday, Jan. 16, 2013 05:55 pm
_static models have already a colmap around them. So when u move the _static model, the colmap should be moving too
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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: Wednesday, Jan. 16, 2013 06:04 pm
Yeah, I hoped that. But reality is different of our dreams [sad]

I thing it is possible to move that collmap, because it isn't a really static thing : it is not here when the map is played in dm or tdm, etc. But how, that is the question ! [cry]

Edit :

In another map, I have, as a sd target, a german truck. I found 4 models of it in the cod2 xmodels\ :
    - vehicle_opel_blitz_woodland
    - vehicle_opel_blitz_woodland_d
    - vehicle_opel_blitz_woodland_d_static
    - vehicle_opel_blitz_woodland_static

Do you know the difference of each model ?

edited on Jan. 16, 2013 11:22 am by Grorigan
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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: Wednesday, Jan. 16, 2013 06:27 pm
U can place a tag_origin as scriptmodel and do setcontents(1); and then make it solid ;)
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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: Wednesday, Jan. 16, 2013 06:32 pm
Ni3ls writes...
Quote:
U can place a tag_origin as scriptmodel and do setcontents(1); and then make it solid ;)

I don't understand how to put a function in a d3dbsp file...
Actually, I did not understand what you mean [crazy]

And it will not solve the second problem : at the old position of the target, I still have an invisible box !
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ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2726
Last: Nov 15, 2020
[view latest posts]
Level 9
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 16, 2013 09:59 pm
If the collmap isn't visible in the .d3dbsp then it will be party of the map, as much as the walls are, so you will have to find all the specific brush pieces, and move them:/ I don't know if this is possible:/ Thanks, Ukdjaj[thumbs_up]
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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: Wednesday, Jan. 16, 2013 10:13 pm
Ok, so it seems to be impossible or quite complex.

I have another idea : instead of moving target, let's create another one ! I move the trigger and create a new truck as the new target. But if I add something, the .d3dbsp file will grow up, and an error will appear. How can I change the length of the file ?
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ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2726
Last: Nov 15, 2020
[view latest posts]
Level 9
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 16, 2013 10:16 pm
It will still leave the collmap in place, and as far as i can remember, you couldn't edit .d3dbsp's? How are you editing then?

Thanks, Ukdjaj[thumbs_up]
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