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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: Way for AI
Bot8
General Member
Since: Oct 31, 2013
Posts: 12
Last: Nov 15, 2013
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Thursday, Oct. 31, 2013 05:47 pm
As create waypoint for ai and vehicle????????

edited on Nov. 3, 2013 02:57 am by Bot8

edited on Nov. 3, 2013 02:57 am by Bot8
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Bot8
General Member
Since: Oct 31, 2013
Posts: 12
Last: Nov 15, 2013
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Friday, Nov. 1, 2013 02:29 pm
1 i add actor ai
2 i add node_pathnode 2
3 i connect all node
4 i connect 1 node and ai
5 i add key script_patroller and value 1 in ai
6 i add script mymap.gsc
main(){
maps\_load::main();//loads all global scripts
}

in game ai no go in path, only stay.
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Bot8
General Member
Since: Oct 31, 2013
Posts: 12
Last: Nov 15, 2013
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Friday, Nov. 1, 2013 02:32 pm
attachment: image(1,158.8Kb)
this screen in radiant
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Bot8
General Member
Since: Oct 31, 2013
Posts: 12
Last: Nov 15, 2013
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Saturday, Nov. 2, 2013 08:56 am
as set collide for vehicle?
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Bot8
General Member
Since: Oct 31, 2013
Posts: 12
Last: Nov 15, 2013
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Sunday, Nov. 3, 2013 10:03 am
// syntax:
// float floatVar
// int intVar
// string stringVar

float script_wait // Used on patrol nodes to make patrollers wait the specified amount before continuing>>>>>>> 1.58
float script_additive_delay // Additive delay is the # of seconds extra a flood_spawner will wait for each additional spawning. Defaults to 1 second.
float script_delay // Used as a substitute for delay_min/max.
float script_delay_min // Minimum time for a guy to spawn, if this is on an mg42 then its minimum time between bursts
float script_delay_max // Maximum time for a guy to spawn, if this is on an mg42 then its maximum time between bursts
float script_burst_min // Put on an mg42, min time of a burst
float script_burst_max // Put on an mg42, max time of a burst
float delay
float script_prespawn_delay // A flood spawner will wait this long before the guy spawns
float script_accuracy
float script_accuracyStationaryMod
float script_suppression // Suppression wait for this AI
float script_firefxdelay // repetition rate on a firefx for exploders
float script_firefxtimeout // Amount of time before a looping effect fades out

int script_health
int script_health_easy
int script_ignoreme // If this setting exists on a spawner this guy will have his .ignoreme set to true
int script_fxstart // Identifies effects so they can be turned on by grouping with a trigger
int script_fxstop // Identifies effects so they can be turned off by grouping with a trigger
int script_delete
int script_increment
int script_patroller
int script_offtime // Number of milliseconds before guys get off a flak when you hit the off-trigger, defaults to 20000
int script_offradius // Guys get off a flak if a player gets this close to a flak after hitting the off-trigger, default 350
int script_autosave
int count
int script_timer // Timeout for friendly_chat
int script_delayed_playerseek
int script_playerseek
int script_seekgoal
int radius
int script_start
int script_radius // Sets an AI's starting goal radius. On an exploder this sets the radius damage's radius.
int script_followmin
int script_followmax
int script_startinghealth
int script_fallback
int script_grenades
int script_moveoverride // Spawners with this will go to their (targetted) node before fighting.
int script_killspawner // When you go through a trigger with this on it, any spawners that have the same # will be deleted.
int script_mg42auto // When you hit this trigger any grouped mg42s will go into auto mode and clear target.
int script_turret
int script_min_friendlies // The minimum # of friendlies required to be at a friendly_Chat trigger for the sequence to play.
int script_requires_player
int script_sightrange
int spawnflags
int script_fallback_group // Makes stray spawned guys part of bigger falling back movements.
int script_vehiclegroup // links a vehicle to its spawners
int script_exploder // Grouping things that explode
int script_balcony // current mechanism for flagging an actor to test for balcony death
int export
int script_mg42 // Group AI with a node that targets an mg42 and the AI will keep the gun in use.
int script_plane // Specifies which plane set this is, so they can all be started together.
int script_explode // Tells a plane to explode with this exploder.
int script_speed // tank speed to go when battling an enemy tank
int dontdropweapon // If set, the AI will not drop a weapon when he dies
int dontdrawoncompass // If set, the AI will not be drawn on the player's compass. Only matters for friendlies
int script_noDeathMessage // If set, this AI won't play a death message.
int script_order // Preston: Used in ship to set suggested order bombs should be planted and radars destroyed. Determines next objective pointed to.
int script_usemg42 // If set to false, a friendly will not use be told by friendly_mg42 triggers to use an mg42.
int script_pacifist // Set ai to pacifist
int script_parachutegroup // Pathfinder parachuters
int script_damage // Damage of radius damage on an exploder
int script_idnumber // Generic identifier
int script_dawnville_fast // Remove guys for dawnville on min spec
int script_fixbasepose // Certain guys are being base pose for some reason so this triggers a script fix for them.

string script_tree // Additional variable for Stalingrad hill charge
string target
string targetname
string groupname
string name
string script_objective
string script_friendname
string script_noteworthy // Used to get a string for scripted sequences mainly.
string script_path // Z: probably not used currently
string script_uniquename
string script_chain // Identifies a friendly chain so you can turn it off with chain_on/chain_off.
string script_triggername // Z: used for elevators in the dam
string script_kill_chain // On triggering, this trigger will disable chains with a script_chain value equal to the trigger's script_kill_chain value
string script_hint
string script_fxcommand // What to do with the effect
string script_fxid // The id of the effect to do
string weaponinfo
string script_hidden // the thing which is hidden and appears later (mortars)
string vehicletype
string script_personality // This guy will use this personality type
string script_squadname // squad (spawner cluster) identifier
string script_namenumber // generic identifier
string script_commonname // additional generic identifier
string script_nodestate // generic identifier for nodes
string script_assaultnode // generic identifier for nodes
string script_team // how to know which team a tank is on (needed to free up target/targetname for radiant linkability)
string script_mortargroup // to group mortars with their triggers
string ambient // String index of the level.ambient_track to play on this trigger.=======
string script_flaktype // set to tank or air to tell the scripts which set of animations to play
string script_waittill // set on a friendly_chat trigger to make it wait for an event before waitting for other requirements
string script_animation // If defined, patrollers will play a random pause animation at this node.
string script_favoriteenemy // used in burnville to set the second floor grenade throwing guy to have the player has his favorite enemy
string script_gameobjectname // Preston: Used in multiplayer to identify entities which are deleted if not allowed by the gametype.
string script_objective_name // Used in Retrieval multiplayer gamemode to specify an optional name for an objective.
string script_topfloor //z: used for elevators in the dam
string script_bottomfloor //z:used for elevators in the dam
string script_sound // Plays level.scr_sound ["string"]
string script_animname // Animname for a friendly to do a friendly chat thing
string script_firefx // Fx to play infinitely from a used exploder
string script_earthquake // References level.earthquake variables to do an earthquake
string script_presound // To play sounds on exploders before the explosion, for pathfinder only
string script_ender // Stop a looping effect
string script_firefxsound // Looping sound for an exploder firefx

// Stalingrad
int script_scatter
int script_linked
int script_hillgroup
int script_chaintarget
Here are some instructions I found.
There is a similar list for gsc script?
What do the lines there can be used?
For example, in arma2 is also a script but there is a list and explanation of each command.
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Bot8
General Member
Since: Oct 31, 2013
Posts: 12
Last: Nov 15, 2013
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Sunday, Nov. 3, 2013 10:34 am
main(){
player = getent("player", "classname" );
level.player = player;
level.player takeallweapons();
level.player giveWeapon("m1garand");
level.player switchToWeapon("m1garand");
}
script set player in map
no load global maps\_load();
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morgawr
General Member
Since: Dec 15, 2004
Posts: 374
Last: Oct 7, 2021
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Monday, Nov. 4, 2013 08:36 am
I have not got round to making a single player map yet, and can't help here other than saying I have looked at many single player map files and If I was in your place I would look there, some still have there .maps inside, that should be a major help with the files to boot.

also, maybe don't post so many problems at once, it's a bit like looking at your days work log. but don't let lack of response let you down, most peeps work all day and have little time for such fun.
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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: CoD Mapping
Posted: Monday, Nov. 4, 2013 09:26 am
http://modsonline.com/Forums-top-111841-0.html?1383556873
techno2sl writes...
Quote:
Make a shortcut on your desktop to the game.

So find the games installation directory and then right click the icon and click 'create shortcut'

Now right click the new shortcut and go to "properties" and you'll see under the "General" tab "Target"

At the end of the games installation directory "c:/yourgameishere/cod.exe" +set g_connectpaths 1

Now "Apply" and "ok" it and double click your new shortcut in order to start the game with g_connect paths on.


GSC functions (these are for CoD4 but principles should apply to UO as well):
http://zeroy.com/script/
http://wiki.modsrepository.com/index.php?title=Call_of_Duty_4:_CoD_Script_Handbook
http://wiki.modsrepository.com/index.php?title=Call_of_Duty_4:_Introduction
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Bot8
General Member
Since: Oct 31, 2013
Posts: 12
Last: Nov 15, 2013
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Monday, Nov. 4, 2013 09:57 am
3st0nian writes...
Quote:
http://modsonline.com/Forums-top-111841-0.html?1383556873
techno2sl writes...
Quote:
Make a shortcut on your desktop to the game.

So find the games installation directory and then right click the icon and click 'create shortcut'

Now right click the new shortcut and go to "properties" and you'll see under the "General" tab "Target"

At the end of the games installation directory "c:/yourgameishere/cod.exe" +set g_connectpaths 1

Now "Apply" and "ok" it and double click your new shortcut in order to start the game with g_connect paths on.


GSC functions (these are for CoD4 but principles should apply to UO as well):
http://zeroy.com/script/
http://wiki.modsrepository.com/index.php?title=Call_of_Duty_4:_CoD_Script_Handbook
http://wiki.modsrepository.com/index.php?title=Call_of_Duty_4:_Introduction

i add "C:\Call of Duty 1 - United Offensive\CoDSP.exe" + set g_connectpaths 1
AI is now able to walk.
conditions are similar to Java code.
if(){

}





edited on Nov. 4, 2013 03:08 am by Bot8
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Bot8
General Member
Since: Oct 31, 2013
Posts: 12
Last: Nov 15, 2013
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Monday, Nov. 4, 2013 11:42 am
DropWeapon( , , )
Summary:
Drop the actor's weapon
Call this on:
An actor
Example:
self DropWeapon( self.weapon, self.anim_gunHand, throwVel );
Required Args:

1 : (string) The name of the weapon.
2 : (string) The weapon hand. Can be either "left" or "right".
3 : (float) The speed that the weapon is thrown at.

Here's an example script is there.
I have a map with the AI ​​targetname "s1"
ai1 = getent( "s1" ,"targetname");
ai1 DropWeapon( "mp40", "right", 1.0);


does not work

How to bind sound to the tank?
I have a tank goes without sound at all.
Looked tankdrivecountry.gsc there generally is not even binding on the trails.


edited on Nov. 4, 2013 09:22 am by Bot8
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