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Topic: Need help in vehicles... |
Spiritualkid |
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General Member Since: May 28, 2008 Posts: 27 Last: Mar 26, 2013 [view latest posts] |
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Spiritualkid |
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General Member Since: May 28, 2008 Posts: 27 Last: Mar 26, 2013 [view latest posts] |
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Category: CoD2 SP Mapping Posted: Friday, Feb. 22, 2013 08:02 pm |
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3st0nian |
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General Member Since: Jan 14, 2008 Posts: 291 Last: Dec 4, 2017 [view latest posts] |
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Spiritualkid |
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General Member Since: May 28, 2008 Posts: 27 Last: Mar 26, 2013 [view latest posts] |
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Spiritualkid |
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General Member Since: May 28, 2008 Posts: 27 Last: Mar 26, 2013 [view latest posts] |
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3st0nian |
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General Member Since: Jan 14, 2008 Posts: 291 Last: Dec 4, 2017 [view latest posts] |
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Category: CoD2 SP Mapping Posted: Monday, Feb. 25, 2013 12:48 pm |
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Maybe something like this works. Copied it from rhine.gsc
Code: attach_player()
{
level.vehicle clearTurretTarget();
level.vehicle useby (level.player);
wait 1;
level.player setplayerangles(level.vehicle.angles);
wait 1;
level.player setplayerangles(level.vehicle.angles);
level.vehicle waittill("reached_end_node");
// wait 1.5 seconds so that the ai can a chanse to get out.
wait 2.5;
level.vehicle makevehicleusable();
}
To spawn tank via trigger, create trigger_multiple, then tank. Add tank all the neccesary keys-values. Then select both trigger and tank and press Shift and V. This will bring up vehicle editor window.
There should be buttons that says spawn vehicle and move vehicle.
Press them and you should be good to go. |
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Spiritualkid |
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General Member Since: May 28, 2008 Posts: 27 Last: Mar 26, 2013 [view latest posts] |
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Category: CoD2 SP Mapping Posted: Monday, Feb. 25, 2013 05:17 pm |
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Thx mate ill will try it out :D
if im done i will upload the mapps :D
um mate i have a script problem in Objectives
ive added objectives but the strings don't show...
ive created a str file but nothing......
i can post my gsc and if you could help to write some text to it i would be happy.
My mapname is 01_town_assault
and this is my GSC
#include maps\_utility;
#include maps\_fx;
#include maps\_anim;
#using_animtree("generic_human");
main()
{
maps\_jeep::main("xmodel/vehicle_american_jeep_can");//Jeep
maps\_load::main();
maps\assault_fx::main();
maps\assault_anim::main();
maps\_vehicle::scripted_spawn(1);
level.player takeallweapons();
level.player giveWeapon ("m1garand");
level.player giveWeapon ("colt");
level.player giveWeapon ("fraggrenade");
level.player switchToWeapon ("m1garand");
setEnvironment ("cold");
level thread ridein();
thread jeep0_player();
thread jeep1_amcsi();
thread jeep2_amcsi();
thread feladat_szoveg();
thread feladatok_00();
}
///__________Járművek___________\\\
jeep0_player()
{
level.vehicle = getent("jeep3", "script_noteworthy");
path = getvehiclenode ("player_path", "script_noteworthy");
level.vehicle attachPath(path);
wait 3; // Just so you can see whats happening :-)
level.vehicle startPath();
level.vehicle waittill("reached_end_node");
level.vehicle notify ("unload");
// Uncomment these to blow up the jeep
wait 0; //amount of time after jeep stops to blow it up.
//level.vehicle doDamage( level.vehicle.health + 200, (0,0,0) );
//level.vehicle notify ("death"); //car dead
}
ridein()
{
wait 0.05; //any number you want. Time to wait before getting on
jeep = getent ("jeep","targetname"); //game finds the jeep
jeep.animname = "jeep"; //doesnt matter but put it in the script
level.player setorigin(jeep gettagorigin("tag_player_passenger"));
level.player setplayerangles(jeep gettagangles("tag_player_passenger"));
level.player playerLinkToDelta(jeep,"tag_player_passenger",.3);
jeep waittill ("reached_end_node");
//level.player shellshock ("default",5);
//level.driver notify("stop_driving");
thread jeepGetOut();
//level.player unlink();
//level.player setorigin ((1538,5626,24));
}
jeepGetOut()
{
jeep = getent ("jeep","targetname"); //game finds the jeep
dummy = spawn("script_origin", jeep getTagOrigin("tag_player_passenger") ); //dont know, live it
dummy.angles = jeep getTagAngles("tag_player_passenger");
level.player unlink(); //put it in script
level.player linkto (dummy); //same as above
endPos = (-1457, 4946, 24); //the location where you want to get off
dummy moveTo(dummy.origin + (0,0,10), .6, .3, .2); //leave it
dummy moveTo(endPos, .6, .3, .2); //leave it unless
wait .5; //wait
level.player unlink(); //gets off of the dummy
}
jeep1_amcsi()
{
level.vehicle2 = getent("jeep1", "script_noteworthy");
path = getvehiclenode ("jeep_path", "script_noteworthy");
level.vehicle2 attachPath(path);
wait 9; // várakozás
level.vehicle2 startPath();
level.vehicle2 waittill("reached_end_node");
level.vehicle2 notify ("unload");
}
jeep2_amcsi()
{
level.vehicle3 = getent("jeep2", "script_noteworthy");
path = getvehiclenode ("jeep_path", "script_noteworthy");
level.vehicle3 attachPath(path);
wait 9; // várakozás
level.vehicle3 startPath();
level.vehicle3 waittill("reached_end_node");
level.vehicle3 notify ("unload");
}
///___Feladatok____\\\
feladat_szoveg()
{
precacheString(&"01_town_assault_OBJ_1");
precacheString(&"01_town_assault_OBJ_2");
precacheString(&"01_town_assault_OBJ_3");
}
feladatok_00()
{
obj1 = getent("tiszt", "targetname");
objective_add(1, "current", &"Take out the German officer", obj1.origin);
objective_current(1);
obj1 waittill("death");
objective_state(1, "done");
thread masodik_feladat();
}
masodik_feladat()
{
obj2 = getent("jaror", "targetname");
objective_add(2, "current", &"Kill the first patrolling german", obj2.origin);
objective_current(2);
obj2 waittill("death");
objective_state(2, "done");
thread harmadik_feladat();
}
harmadik_feladat()
{
obj3 = getent("jaror2", "targetname");
objective_add(3, "current", &"Kill the second patrolling german",obj3.origin);
objective_current(3);
obj3 waittill("death");
objective_state(3,"done");
}
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3st0nian |
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General Member Since: Jan 14, 2008 Posts: 291 Last: Dec 4, 2017 [view latest posts] |
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Spiritualkid |
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General Member Since: May 28, 2008 Posts: 27 Last: Mar 26, 2013 [view latest posts] |
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3st0nian |
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General Member Since: Jan 14, 2008 Posts: 291 Last: Dec 4, 2017 [view latest posts] |
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