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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: destroy tank
antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Thursday, Dec. 18, 2014 07:23 am
Yes, and I still think its an animated sequence ;)
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RussiaGhost
General Member
Since: Dec 7, 2014
Posts: 58
Last: Oct 14, 2017
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Thursday, Dec. 18, 2014 11:42 am
tigertank_runup_gunguy
tigertank_waitloop_gunguy
tigertank_runup_grenadeguy

tigertank_hatchopencloseandrun_gunguy
tigertank_hatchopencloseandrun_grenadeguy
tigertank_hatchopencloseandrun_hatch

The last 3 clips should be played together. Both soldiers open the hatch, shoot and jump down.
The gunguy has an idle, wait loop, which plays until the grenadeguy arrives.

Also a hatch and taghatch_open dummy were added to the tiger tanks, and the tanks re-exported.

Someone needs to play %dawn_moody_run_and_wave in front of the player as the screen fades in. The guy
should be running, and as he gets to approximately the near end of the little wall in front of the player,
he should play this animation and then keep on running. He could say one of the "get off the streets"
lines at the same time.
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RussiaGhost
General Member
Since: Dec 7, 2014
Posts: 58
Last: Oct 14, 2017
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Thursday, Dec. 18, 2014 11:45 am
We also have animations for Foley to deliver some of his dialogue:
* %dawn_foley_mortarsaretakin
* %dawn_foley_thatsagermantruck
* %dawn_foley_drawtheirfire
and a generic animation for when he tells you to follow him and you're a long way away:
* %dawn_foley_waving_followme
*/

level.scr_animtree["gun guy"] = #animtree;
level.scr_animtree["grenade guy"] = #animtree;

level.scr_anim["gun guy"]["run"] = (%tigertank_runup_gunguy);
level.scr_anim["gun guy"]["idle"][0] = (%tigertank_waitloop_gunguy);
level.scr_anim["grenade guy"]["run"] = (%tigertank_runup_grenadeguy);

level.scr_anim["gun guy"]["attack"] = (%tigertank_hatchopencloseandrun_gunguy);
level.scr_anim["grenade guy"]["attack"] = (%tigertank_hatchopencloseandrun_grenadeguy);
level.scr_notetrack["gun guy"][0]["notetrack"] = "fire";
level.scr_notetrack["gun guy"][0]["effect"] = "pistol";
level.scr_notetrack["gun guy"][0]["sound"] = "weap_thompson_fire";
level.scr_notetrack["gun guy"][0]["selftag"] = "tag_flash";

level.scr_notetrack["grenade guy"][0]["notetrack"] = "grenade attach";
level.scr_notetrack["grenade guy"][0]["attach model"] = "xmodel/weapon_MK2FragGrenade";
level.scr_notetrack["grenade guy"][0]["selftag"] = "tag_weapon_right";

precacheModel("xmodel/weapon_mk2fraggrenade"); //head for script dieing models
level.scr_notetrack["grenade guy"][1]["notetrack"] = "grenade throw";
level.scr_notetrack["grenade guy"][1]["detach model"] = "xmodel/weapon_mk2fraggrenade";
level.scr_notetrack["grenade guy"][1]["selftag"] = "tag_weapon_right";


// Shooting into the tank
level._effect["pistol"] = loadfx ("fx/muzzleflashes/standardflashworld.efx");

//* Up! Get up! Wake it and shake it! The Germans are bringing your coffee!
level.scrsound["baker"]["wake up"] = "dawnville_friendly1_wakeit";
//* Mortars, incoming!"
level.scrsound["baker"]["mortars"] = "dawnville_friendly1_incoming";
//* Enemy tank! Look out!
level.scrsound["baker"]["enemy tank"] = "dawnville_friendly1_enemytank";

//* We got company! Tiger, moving in from the east!"
level.scrsound["jackson"]["tiger incoming"] = "dawnville_friendly3_gotcompany";
//* Incoming! Take cover!
level.scrsound["jackson"]["mortars"] = "dawnville_friendly3_takecover";
// Come on, wake up! Get with it!"
level.scrsound["jackson"]["wake up"] = "dawnville_friendly3_getwithit";
This?
How does this include?
I tried to take a lesson from the animation and paste here the lines does not work anything.
dawnville_anim.gsc this file animation.
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antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Thursday, Dec. 18, 2014 02:01 pm
You have to create an anim.gsc where you call out animations, and in your main.gsc you play them on a model or entity
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RussiaGhost
General Member
Since: Dec 7, 2014
Posts: 58
Last: Oct 14, 2017
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Thursday, Dec. 18, 2014 05:09 pm
antonio.horvatovic0 writes...
Quote:
You have to create an anim.gsc where you call out animations, and in your main.gsc you play them on a model or entity

pavlov()

{

pavlov = getent("pavlov","targetname");//finds the entity we created
pavlov.animname = "Dude";//gives him a name to reference in other script

pavlov thread anim_single_solo (pavlov,"fullbody51");//this is telling him to animate


}

anim_single_solo (guy, anime, tag, node, tag_entity)

{
newguy[0] = guy;
maps\_anim::anim_single (newguy, anime, tag, node, tag_entity);
}
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antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Thursday, Dec. 18, 2014 05:48 pm
This is my omaha_anim.gsc
Code:
main()
{	
	
	higgins_animations_boat();
	
	
}


#using_animtree("duhoc_boat");
higgins_animations_boat()
{
	level.scr_animtree["boat"] = #animtree;

	
	//animations for the boat itself
	level.scr_anim["higginsboat"]["dooropen"]		= %higginsboat_door_open;
	level.scr_anim["higginsboat"]["doorclose"]		= %higginsboat_door_close;
	
	level.scr_anim["higginsboat"]["sway"][0]		= %higginsboat_cycle1;
	level.scr_anim["higginsboat"]["sway"][1]		= %higginsboat_cycle2;
	level.scr_anim["higginsboat"]["sway"][2]		= %higginsboat_cycle3;
}


And this is a part of my main where a play my animation on the higgins boat to open the gate:
Code:
flakvierling UseAnimTree(level.scr_animtree["boat"]);
	flakvierling thread playSoundOnTag(level.scrsound["boat_gate"], "ramp_open_jnt");
	flakvierling setflaggedanimknobrestart ("drop_door", level.scr_anim["higginsboat"]["dooropen"]);
	flakvierling waittillmatch ("drop_door","end");

flakvierling is the name of my boat, to be exact :) I'm not sure what this is or how it works 100% but I,m on the right track :D
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