Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 67 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty 4
Category: CoD4 SP Mapping
CoD 4 mapping and level design for single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: Vehicle Help
golgo13
General Member
Since: Mar 18, 2013
Posts: 18
Last: Sep 19, 2013
[view latest posts]
Level 1
Category: CoD4 SP Mapping
Posted: Tuesday, Jul. 9, 2013 05:58 am
Hey guys!

I know this game is ancient in internet terms, but I'm still working on making a map to learn the tools and I hope there are a few veterans on this board still that can help me out.

I have a problem with my Blackhawk. Even though I've used the Vehicle Window in Radiant, and connected it to a trigger brush with the Spawn Vehicle and Move Vehicle buttons, the helicopter loads when the map loads. I followed the tutorial but it didn't say anything about NOT having your vehicle spawn, only on the methods of making it spawn.

I've been told that the script_vehicle should have a [ ] SPAWNER checkbox, but I don't see one, I only see [ ] USABLE so I'm stumped.

Share |
3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Tuesday, Jul. 9, 2013 07:25 am
Make sure trigger isnt touching your spawn point.
Share |
FzBr.d4rk
General Member
Since: Jan 23, 2011
Posts: 86
Last: Jun 7, 2016
[view latest posts]
Level 3
Category: CoD4 SP Mapping
Posted: Tuesday, Jul. 9, 2013 09:34 am
golgo13 writes...
Quote:


I've been told that the script_vehicle should have a [ ] SPAWNER checkbox, but I don't see one, I only see [ ] USABLE so I'm stumped.



Only AIs that will be in the vehicle must have checkbox []spawner.
Share |
golgo13
General Member
Since: Mar 18, 2013
Posts: 18
Last: Sep 19, 2013
[view latest posts]
Level 1
Category: CoD4 SP Mapping
Posted: Wednesday, Jul. 10, 2013 05:19 pm
Thanks for the help, I think the issue was with the script_vehiclespawngroup being set to 0 for the heli and the two individual spawners as it works now.

However, I have a new problem. When I spawn the heli is doesn't appear to follow the path, it does figure 8s in the air.

The heli has a target of 'heli_start' and all of the script_origin nodes are connected and lead to a 'heli_dest' node. Each of the script_origin nodes also have a script_airspeed and script_accel K/V pairs with appropriate values.

I also tried to use some scripting to get the heli to follow the route, but it asserts since the script_origin path isn't the same as a vehicle path node, but here is the script I had been trying to use:
Code:

level.vehicle = getent("vehicle_blackhawk", "targetname");
path = getvehiclenode ("heli_start", "targetname"); 
level.vehicle attachPath(path);
level.vehicle startPath();


It seems like a lot of stuff with the heli is handled in code since it uses YAW or the z axis.



edited on Jul. 10, 2013 10:19 am by golgo13
Share |
Josh.S
General Member
Since: May 27, 2012
Posts: 86
Last: Sep 16, 2014
[view latest posts]
Level 3
Category: CoD4 SP Mapping
Posted: Wednesday, Jul. 10, 2013 05:32 pm
You need to use script structs( 2d menu script->struct) not
origins. You also need speed and radius ( I don't think radius is needed but its helpful from time to time in script
anyway.).
Share |
golgo13
General Member
Since: Mar 18, 2013
Posts: 18
Last: Sep 19, 2013
[view latest posts]
Level 1
Category: CoD4 SP Mapping
Posted: Wednesday, Jul. 10, 2013 05:36 pm
Josh-Xenu writes...
Quote:
You need to use script structs( 2d menu script->struct) not
origins. You also need speed and radius ( I don't think radius is needed but its helpful from time to time in script
anyway.).

[thumbs_up]
Well, that explains a lot. Thank you very much. Do I need the speed and radius set on the script struct entities?

Any idea what the radius does? I can't find any heli tutorials anywhere!

[banghead]
Share |
Josh.S
General Member
Since: May 27, 2012
Posts: 86
Last: Sep 16, 2014
[view latest posts]
Level 3
Category: CoD4 SP Mapping
Posted: Wednesday, Jul. 10, 2013 05:45 pm
attachment: image(6.5Kb)
Yea, the speed and radius need to be on each script struct.
I can't remember what the radius does.
The structs do have to connect to each other and you can loop them.
Use script_stopnode to stop the helicopter at the current struct.
You can also use script_vehicle_selfremove ( on the helicopter entity ) to remove the helicopter at the end of its path.

edited on Jul. 10, 2013 10:47 am by Josh-Xenu
Share |
Josh.S
General Member
Since: May 27, 2012
Posts: 86
Last: Sep 16, 2014
[view latest posts]
Level 3
Category: CoD4 SP Mapping
Posted: Wednesday, Jul. 10, 2013 05:48 pm
attachment: image(7.6Kb)
Key and value.
Share |
golgo13
General Member
Since: Mar 18, 2013
Posts: 18
Last: Sep 19, 2013
[view latest posts]
Level 1
Category: CoD4 SP Mapping
Posted: Wednesday, Jul. 10, 2013 05:49 pm
Awesome.

Last question before I go back into radiant and fix all of this...

So do these script_structs also need a beginning heli_start and ending heli_dest?

Also, is there an easy way to swap out my script_origin entities with script_structs without having to hand place them all again?
Share |
Josh.S
General Member
Since: May 27, 2012
Posts: 86
Last: Sep 16, 2014
[view latest posts]
Level 3
Category: CoD4 SP Mapping
Posted: Wednesday, Jul. 10, 2013 05:52 pm
Quote:
So do these script_structs also need a beginning heli_start and ending heli_dest?

Nope.

Quote:
Also, is there an easy way to swap out my script_origin entities with script_structs without having to hand place them all again?

You can right click for the 2d window while having the origin selected and select script_struct and it will change.
This can only be done one origin at a time.

You also should remember to give each struct a direction.
edited on Jul. 10, 2013 11:11 am by Josh-Xenu
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty 4 : CoD4 SP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»