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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Custom S&D Bombspot problem
|S!T|
General Member
Since: Nov 8, 2007
Posts: 93
Last: Dec 9, 2013
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Level 3
Category: CoD2 MP Mapping
Posted: Tuesday, Nov. 26, 2013 08:33 pm
attachment: application(676.3Kb)
Hello guys,


Okay here is my problem.
I started to create my own bombspot - i took a look at the original prefabs in the MP folder - and after that i rebuild my bombspot.
It's actually a bridge, wich will get replaced by a destroyed one. This works fine. But the problem i have is, that i dont really now, what the origin in the original prefabs do? Do i have to link them? And with what?
Also i got a problem (maybe because of the origin?) that the little sign over the bomb ("A") is placed on the coordinates (0;0;0) but the bridge is (applause) higher than this.

So any suggestions? I uploaded my prefab, maybe you will find something.

THX alot!!!!!!!

|S!T|
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Johnno
General Member
Since: Mar 21, 2006
Posts: 160
Last: Dec 4, 2017
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Level 4
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Tuesday, Nov. 26, 2013 11:11 pm
wtf !!
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|S!T|
General Member
Since: Nov 8, 2007
Posts: 93
Last: Dec 9, 2013
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Level 3
Category: CoD2 MP Mapping
Posted: Tuesday, Nov. 26, 2013 11:12 pm
very constructive....

next?
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|S!T|
General Member
Since: Nov 8, 2007
Posts: 93
Last: Dec 9, 2013
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Level 3
Category: CoD2 MP Mapping
Posted: Thursday, Nov. 28, 2013 11:20 pm
Okay, i managed to do it on my own.
The origin must be placed exact in the middle of the trigger. Select the trigger and the origin. Then right click->trigger->trigger_use_touch . After that, you need to retexture the origin from "trigger" to "origin".
Enter the keys from standard sd prefabs.
After that connect the fx with the origin (auto1)

For people who read this in the future. If you have questions in creating a brushmodel SD bombspot contact me via xfire: sit09 or send me a PM here.

Thx anyway
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
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Im a HOST of MODSonair
Category: CoD2 MP Mapping
Posted: Friday, Nov. 29, 2013 02:57 pm
This is all covered in the tutorial section...
There are step by step video tutorials and text tutorials

http://modsonline.com/Tutorials-read-290.html <<< this one seems familiar somehow....

http://modsonline.com/Tutorials-read-109.html

[angryalien]

edited on Nov. 29, 2013 07:57 am by StrYdeR
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Johnno
General Member
Since: Mar 21, 2006
Posts: 160
Last: Dec 4, 2017
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Level 4
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Friday, Nov. 29, 2013 03:29 pm
[rolleyes][ohwell]

Modsonline is a great repository of information. 'Seek and ye shall find'
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|S!T|
General Member
Since: Nov 8, 2007
Posts: 93
Last: Dec 9, 2013
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Level 3
Category: CoD2 MP Mapping
Posted: Saturday, Nov. 30, 2013 05:50 pm
StrYdeR writes...
Quote:
This is all covered in the tutorial section...
]
of Call of Duty 1

Well, thank you Stryder.
After you pointed me the way how do to this, i understand it.
And this "pointing" was, what i searched after, when i started the thread.
If much things in CoD2 are almost the same as in CoD1 (multiple trigger?) maybe it would be good, to note that in the CoD2 tutorial list. Just a suggestion. Sure people can use their brains and figure out alone where to search.
But this way you can spare time and nerves on ppl like me.

:)

Thanks again
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