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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: SP Objectives & AI spawning.
65kawasaki
General Member
Since: Nov 15, 2013
Posts: 73
Last: Sep 19, 2017
[view latest posts]
Level 3
Category: CoD2 SP Mapping
Posted: Monday, Oct. 13, 2014 07:25 am
Hi all,
i want to ask you, how to make objectives, not the simple objectives ( you go through the trigger ). i want to make this objectives on my map.

1. Defend the roadblock. ( i´ve solved this problem :) )
2. Get a Panzerschreck
3. Destroy the Tiger tank. ( with the panzerschreck )
4. Defend the roadblock until the wave ends. ( the objective will be completed, when i kill all spawned soldiers on this place.
5. Defend the roadblock on south until support arrives. ( Remaining: 3 minutes ...)

2nd question.

More actors get spawned from one spawner. How to ?
I tried to write in entity window: Key: Count Value: 20
it dont work .. there spawn only 2 max 4 actors. i want 20 :D

Thanks

edited on Oct. 13, 2014 07:26 am by 65kawasaki
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sgt.hawkins
General Member
Since: Apr 12, 2013
Posts: 122
Last: Nov 28, 2016
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Monday, Oct. 13, 2014 10:12 am
I have these same questions pal, as for the p shriek try putting an objective trigger around it and making it get triggered when you press use.

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65kawasaki
General Member
Since: Nov 15, 2013
Posts: 73
Last: Sep 19, 2017
[view latest posts]
Level 3
Category: CoD2 SP Mapping
Posted: Wednesday, Oct. 15, 2014 05:03 am
I tried but it doesnt work [confused]
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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: Wednesday, Oct. 15, 2014 07:58 am
http://modsonline.com/Tutorials-read-616.html

You can use this for objectives, it worked for me( both CoD2 and Cod4).
As for the trigger spawn. You need to create a trigger multiple and add targetname of flood_and_secure to it. Then select you AI and tick the spawner box and add them the count of 4 or 5 or as whatever you wish. Connect the trigger with the AI and it should work.
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65kawasaki
General Member
Since: Nov 15, 2013
Posts: 73
Last: Sep 19, 2017
[view latest posts]
Level 3
Category: CoD2 SP Mapping
Posted: Wednesday, Oct. 15, 2014 11:46 am
Thanks Antonio
It works [thumbs_up] [casanova]
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antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Wednesday, Oct. 15, 2014 01:33 pm
As for the defending time...you can make a trigger(name it Obj_defend ) multiple and when you trigger it you wait for 180 seconds(3 minutes) until objective is completed.
On paper, it looks like this(havent tested)
obj0()
{
obj0=getent("Obj_defend ","targetname");
objective_add(1,"active",&"OMAHA_OBJ0",(3672, -800, 24));//you need to change this one to suit your LOCALIZEDSTRINGS
objective_current(1);
wait(180);
objective_state(1,"done");
obj0 delete();
wait(2);
SaveGame("");
thread obj1();
}

edited on Oct. 15, 2014 01:34 pm by antonio.horvatovic0
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65kawasaki
General Member
Since: Nov 15, 2013
Posts: 73
Last: Sep 19, 2017
[view latest posts]
Level 3
Category: CoD2 SP Mapping
Posted: Thursday, Oct. 16, 2014 08:17 am
[jumping] Great [thumbs_up] thanks Antonio. [casanova]
Will be there the time on the screen ?
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antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Thursday, Oct. 16, 2014 10:39 am
http://modsonline.com/Forums-top-146955.html

This should help..just copy this before objective_current(1);
//
level.hudTimerIndex = 20;

level.timer = newHudElem();
level.timer.alignX = "left";
level.timer.alignY = "middle";
level.timer.horzAlign = "right";
level.timer.vertAlign = "top";
if(level.xenon)
{
level.timer.fontScale = 2;
level.timer.x = -225;
}
else
{
level.timer.fontScale = 1.6;
level.timer.x = -180;
}
level.timer.y = 180;
level.timer.label = &"STRINGS_HOUSE_DEFEND_TIMER_NEXT";//You need to define this in your LOCALIZEDSTRINGS
level.timer setTimer(total_time);
wait total_time;

level.timer destroy();


//
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65kawasaki
General Member
Since: Nov 15, 2013
Posts: 73
Last: Sep 19, 2017
[view latest posts]
Level 3
Category: CoD2 SP Mapping
Posted: Thursday, Oct. 16, 2014 11:07 am
It works :)
Now i want to make obj: Get a Panzerschreck.
I found one tutorial for CoD4 about objective Get a Javelin .
its the same so i tried it with panzerschreck.
It works but its not good i think.
Here is my remaked script for this obj.
It´s something wrong here ?
It write me an error ( uninitialised variable ´obj2´ ) i think it mean this line.

obj2 waittill (!level.player hasweapon("panzerschreck"));

So what´s wrong ?


obj2()
{

objective_add( 2, "active", &"NOYERS_NOYERS_PANZERSCHRECK", ( -665, -22, 45 ));
objective_current( 2 );
obj2 waittill (!level.player hasweapon("panzerschreck"));
objective_state(2,"done");
obj2 delete();

}

edited on Oct. 16, 2014 11:07 am by 65kawasaki

edited on Oct. 16, 2014 11:08 am by 65kawasaki
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antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Thursday, Oct. 16, 2014 11:32 am
obj2()
{
objective_add(2,"active",&"OMAHA_OBJ0",(x, y, z));//you need to change this one to suit your LOCALIZEDSTRINGS and the x, y, z is the position of the weapon
objective_current(2);
obj2 waittill (!level.player hasweapon("panzerschreck"));
objective_state(2,"done");
obj2 delete();
wait(2);
SaveGame("");
//thread obj3();uncomment this to start the next objective
}


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