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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: grenade killcam
cod5sh
General Member
Since: Nov 21, 2010
Posts: 6
Last: Jul 16, 2013
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Tuesday, Apr. 16, 2013 02:14 pm
Hi,
does anybody knows, is it possible to make killcam following a grenade, like in cod4, waw, etc ?

i have tried to find this stuff in gsc and files -but there was nothing useful:/


edited on Apr. 16, 2013 07:14 am by cod5sh
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BrainStorm
General Member
Since: Aug 26, 2009
Posts: 24
Last: Jan 20, 2014
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Tuesday, Apr. 16, 2013 02:49 pm
Not sure this can be accomplished in COD1 or UO.
From the attached file, .gsc script from another COD version supporting this feature.

the call to the killlcam function implicates new values which are not in COD1.

killcamentityindex
killcamentitystarttime
predelay

Maybe some expert can shed some light on all the entities that can be listed in COD1.

Code:
killcam(
        attackerNum, // entity number of the attacker
        killcamentityindex, // entity number of the entity to view (grenade, airstrike, etc)
        killcamentitystarttime, // time at which the killcamentity came into being
        sWeapon, // killing weapon
        predelay, // time between player death and beginning of killcam
        offsetTime, // something to do with how far back in time the killer was seeing the world when he made the kill; latency related, sorta
        timeUntilRespawn, // will the player be allowed to respawn after the killcam?
        maxtime, // time remaining until map ends; the killcam will never last longer than this. undefined = no limit
        attacker, // entity object of attacker
        victim // entity object of the victim
)


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