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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Evil sportscar of damnation...
sgt.hawkins
General Member
Since: Apr 12, 2013
Posts: 122
Last: Nov 28, 2016
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Level 4
Category: CoD2 Scripting
Posted: Friday, Jan. 24, 2014 08:16 pm
Im almost done with my Omaha beach map, but all the vehicle models are of the default sportscar... how do I fix this? I don't need to models to move I just need some higgens, jeeps and destroyed shermans to use as cover...

edited on Jan. 24, 2014 01:16 pm by sgt.hawkins

edited on Jan. 24, 2014 01:18 pm by sgt.hawkins
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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
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Level 5
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Friday, Jan. 24, 2014 10:53 pm
Use models with _static at the end.
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sgt.hawkins
General Member
Since: Apr 12, 2013
Posts: 122
Last: Nov 28, 2016
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Level 4
Category: CoD2 Scripting
Posted: Saturday, Jan. 25, 2014 03:37 am
Well...I know that is one option...but destroyed shermans and higgens boats and several undestroyed jeeps don't have _static. Is there any way to get models without _static?
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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
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Level 5
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Monday, Jan. 27, 2014 11:37 am
One way would be to make real vehicles and destroy them via script.
Code:
vehicles = maps\_vehicle::scripted_spawn(4);
for(i=0; i<vehicles.size; i++)
    vehicles[i] notify("death");


Other way is to put vehicles as script_models in radiant, make collision brush around them, give it some KVP, for example "script_noteworthy" "higgins" and set model via script:
Code:
#include maps\_utility;

main()
{
    maps\_load::main();
    precachemodel("xmodel/vehicle_higgins");
    higgins = getentarray("higgins", "script_noteworthy");
    for(i=0; i<higgins.size; i++)
        higgins[i] setModel("xmodel/vehicle_higgins");
}
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sgt.hawkins
General Member
Since: Apr 12, 2013
Posts: 122
Last: Nov 28, 2016
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Level 4
Category: CoD2 Scripting
Posted: Monday, Jan. 27, 2014 03:31 pm
Thanks! just one thing. what is a collision brush? and what is KVP?
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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 Scripting
Posted: Monday, Jan. 27, 2014 04:26 pm
Collision brush- invisible brushes that dont allow player go through. Use tool textures, playerclip or something.
KVP- key value pair. Select script_model, press N and then add the values you want.
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sgt.hawkins
General Member
Since: Apr 12, 2013
Posts: 122
Last: Nov 28, 2016
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Level 4
Category: CoD2 Scripting
Posted: Monday, Jan. 27, 2014 06:50 pm
Much thanks!
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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 Scripting
Posted: Monday, Jan. 27, 2014 07:27 pm
About these clip textures- clip_player dont let player go through
clip_ai dont let AI go through.
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sgt.hawkins
General Member
Since: Apr 12, 2013
Posts: 122
Last: Nov 28, 2016
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Level 4
Category: CoD2 Scripting
Posted: Sunday, Feb. 2, 2014 03:13 pm
I know. Thanks.
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