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Forum: All Forums : Call of Duty 2
Category: CoD2 SP Mapping
Call of Duty 2 single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Drones
antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
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Level 4
Category: CoD2 SP Mapping
Posted: Sunday, Feb. 2, 2014 05:43 pm
Hello,
does any1 know how to add a drone that spawns, runs toward a node and dyes?
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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 SP Mapping
Posted: Monday, Feb. 3, 2014 02:28 am
Try making a floodspawn and have the actors run into a kill texture, but im not sure how it all works, im just a noob.
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antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
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Level 4
Category: CoD2 SP Mapping
Posted: Monday, Feb. 3, 2014 07:32 am
Isn't the limit of actors 32 per map?[confused]
Thats why I need drones....they'll just run in the distance....
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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 SP Mapping
Posted: Monday, Feb. 3, 2014 05:09 pm
First of all- I dont know if it works at all, but you can give it a try.

Make a trigger multiple and give it eithet key/value
"drone_allies","targetname"
or
"drone_axis","targetname"
Now make a bunch of script_structs. These are drone spawnpoints.
Connect trigger with these structs. You can give trigger following keys/values
script_drones_min //min number of drones
script_drones_max //max number of drones

Now make a path out of script_structs. Connect first spawnpoint struct to path struct and so on. If you give struct key/value
"script_delete" "1"
drone will be deleted there.

Your script should include these lines.
Code:

maps\_load::main();
aitype\axis_nrmdy_wehr_reg_kar98::precache();
aitype\ally_ranger_wet_nrmdy_reg_garand::precache();
level.drone_spawnFunction["axis"] =  aitype\axis_nrmdy_wehr_reg_kar98::main;
level.drone_spawnFunction["allies"] =  aitype\ally_ranger_wet_nrmdy_reg_garand::main;
maps\_drones::init();


You should be able to spawn individual drone via
spawnpoint thread maps\_drones::drone_axis_spawn(qFakeDeath, qSightTrace);
spawnpoint thread maps\_drones::drone_allies_spawn(qFakeDeath, qSightTrace);
Arguments are true/false.

Also I'm not sure, if you need to include some drone animtrees and animations.

edited on Feb. 3, 2014 10:10 am by 3st0nian
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antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
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Level 4
Category: CoD2 SP Mapping
Posted: Monday, Feb. 3, 2014 08:19 pm
Tnx...from the look of it, it does makes sense....but, as I'm fairly new to cod2 radiant i have to ask: how to make them spawn at theese script_struct ? Does the trigger do it by itself?
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StrYdeR
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Since: May 11, 2004
Posts: 11672
Last: Apr 20, 2024
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Im a HOST of MODSonair
Category: CoD2 SP Mapping
Posted: Monday, Feb. 3, 2014 09:01 pm
have a look at the SP scripts for the Stalingrad level - they may provide you clues to how to implement the drone system

there is a developer walk through here where Mackey talks you through how it was implemented (and developed) for use in that level

[angryalien]
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antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
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Level 4
Category: CoD2 SP Mapping
Posted: Monday, Feb. 3, 2014 10:48 pm
3st0nian, it worked...I just followed your instructions and it works...the drone loads, gets to the end path and, although weird, disappears( should play death animation?)...now just to figure out how to make them spawn again after they disapear
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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 SP Mapping
Posted: Tuesday, Feb. 4, 2014 10:22 am
Try replacing "script_delete" "1" with "script_death" "1"
Also you can add "script_death_min" and "script_death_max"
Then drone should die between min-max seconds.

Also, I'n not totally sure, if you can use these drones with higgins as IW used custom scripts for their Duhoc level.
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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 SP Mapping
Posted: Tuesday, Feb. 4, 2014 10:29 am
For looping, try giving the spawn trigger following key/value
"script_looping" "1"

I've taken all the info from _drones.gsc.

edited on Feb. 4, 2014 03:29 am by 3st0nian
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antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
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Level 4
Category: CoD2 SP Mapping
Posted: Tuesday, Feb. 4, 2014 10:43 am
Ouh, tnx [jumping]....I've looked into the IW's script and for the Duhoc assault they use a special drone script....but I will try you advices and reported later....[thumbs_up]
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