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Forum: All Forums : Call of Duty 2
Category: CoD2 SP Mapping
Call of Duty 2 single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Need help in vehicles...
Spiritualkid
General Member
Since: May 28, 2008
Posts: 27
Last: Mar 26, 2013
[view latest posts]
Level 2
Category: CoD2 SP Mapping
Posted: Friday, Feb. 22, 2013 08:01 pm
Ive scripted two LTV buffalos and fallowed all instructions... with one vehicle is works perfect the Buffalo is moving... but if i Insert two LTV Buffalo vehicle just one vehicle is moving...

I paste my GSC so if you could help pls help... thx..


my GSC

#include maps\_utility;
#include maps\_fx;
#include maps\_anim;
#using_animtree("generic_human");

main()
{

maps\_buffalo::main("xmodel/vehicle_ltv4_buffalo");//buffalo_csapatszállító
maps\_load::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");

thread buffalo_team1();
thread buffalo_team2();

}

buffalo_team1()
{

level.vehicle = getent("buffalo", "script_noteworthy");
path = getvehiclenode ("vehicle_start_path", "script_noteworthy");

level.vehicle attachPath(path);

wait 9; // várakozás

level.vehicle startPath();

level.vehicle waittill("reached_end_node");
level.vehicle notify ("unload");

}

buffalo_team2()
{

level.vehicle = getent("buffalo1", "script_noteworthy");
path = getvehiclenode ("vehicle_start_path1", "script_noteworthy");

level.vehicle attachPath(path);

wait 9; // várakozás

level.vehicle startPath();

level.vehicle waittill("reached_end_node");
level.vehicle notify ("unload");

}
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Spiritualkid
General Member
Since: May 28, 2008
Posts: 27
Last: Mar 26, 2013
[view latest posts]
Level 2
Category: CoD2 SP Mapping
Posted: Friday, Feb. 22, 2013 08:02 pm
Sorry for my bad einglish in the earlier post i was angry[banghead][banghead][banghead]
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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 SP Mapping
Posted: Friday, Feb. 22, 2013 08:46 pm
Try this:
Code:
buffalo_team2()
{

level.vehicle2 = getent("buffalo1", "script_noteworthy");
path = getvehiclenode ("vehicle_start_path1", "script_noteworthy");

level.vehicle2 attachPath(path);

wait 9; // várakozás

level.vehicle2 startPath();

level.vehicle2 waittill("reached_end_node");
level.vehicle2 notify ("unload");

}
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Spiritualkid
General Member
Since: May 28, 2008
Posts: 27
Last: Mar 26, 2013
[view latest posts]
Level 2
Category: CoD2 SP Mapping
Posted: Friday, Feb. 22, 2013 11:37 pm
thanks i will try it tomorrow and ill write if its works ;)[rocking]
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Spiritualkid
General Member
Since: May 28, 2008
Posts: 27
Last: Mar 26, 2013
[view latest posts]
Level 2
Category: CoD2 SP Mapping
Posted: Friday, Feb. 22, 2013 11:51 pm
It works thx man. um can I ask another thing?

how can i link the player to one of these LTV Buffalo's?
to spawn in the vehicle like one of the actors and linket to the vehicle.



question 1: how to do this and whats the script and the radiant side of this.

how to make 2 AI planes ex 1 Mustang and 1 BF109

like the Mustang chasing the BF109 and shoot it down...

1 now the script for the planes to move but to fight.....

and another question


how to trigger/spawn vehicles


if 1 hit a trigger ex a tiger tank will spawn if you could help i will be gentle and make my SP-map and upload it :) when its done
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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 SP Mapping
Posted: Monday, Feb. 25, 2013 12:48 pm
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
General Member
Since: May 28, 2008
Posts: 27
Last: Mar 26, 2013
[view latest posts]
Level 2
Category: CoD2 SP Mapping
Posted: Monday, Feb. 25, 2013 05:17 pm
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
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 SP Mapping
Posted: Monday, Feb. 25, 2013 06:41 pm
Code:
precacheString(&"01_town_assault_OBJ_1");  
objective_add(1, "current", &"01_town_assault_OBJ_1", obj1.origin);
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Spiritualkid
General Member
Since: May 28, 2008
Posts: 27
Last: Mar 26, 2013
[view latest posts]
Level 2
Category: CoD2 SP Mapping
Posted: Monday, Feb. 25, 2013 08:00 pm
Mate i have a problem with the vehicle triggering


i select the trigger and the vehicle and shift+v and make it spawn + move

after that ive select a spawner first+ the vehicle but when ive hit the trigger only just the vehicle spawns and moves without the ai :/
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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 SP Mapping
Posted: Tuesday, Feb. 26, 2013 11:22 am
Select all spawners you want to ride with the vehicle, press N, tick the spawner box. Then select spawners and vehicle, press SHIFT+V
and press button Ride In Vehicle (or something similar).
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