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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: Cod 2 weapon modding
ArmorMaster
General Member
Since: Mar 29, 2005
Posts: 371
Last: Oct 2, 2009
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Sunday, Jan. 29, 2006 09:35 am
Just go to COD2 level design. I allready posted a tut (hopefully it'll get onto the tut page?[jumping]) on how to mod weaps for COD2, have fun.
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agro714
General Member
Since: Jan 25, 2005
Posts: 14
Last: Feb 5, 2006
[view latest posts]
Level 1
Category: CoD2 SP Mapping
Posted: Sunday, Jan. 29, 2006 10:00 pm
OK, check it out, the hardest thing about editing your weapon files is knowing what does what. The damage, fire rate, ammo count and even putting scopes on non scoped weapons(without a model if you can't make one) or turning them into any type firing weapon, auto, bolt or semi auto is all really simple. What the cod2 community needs ( well what I really need....lol), are definitions for the keys and values. I'm constantly looking to find docs or web pages that explain what they all exactly do. Now I've figured alot out by just finding the values in the main IWD files. They give themself away by the title of the folder they are in "mostly". But there are still alot of these keys that don't have values so now, without a definition chart, your left to trial and error, putting values where you think they go, packing it up and seeing if it works. I'm getting mighty tired of this. Can someone please find these definitions so we can answear everyones weapon scripting frustrations??????? One thing I want to know is, in the nade file they have a projectileimpactexplode (key) with a value of 0 set. I put a 1 there and it does nothing. I've taken out the fuse time, and several other things but I can't get the nade to detonate on impact. I'd really like to have those nades......lol.

But if you need help with basic to moderate weapon scripting you can e-mail me at loghed327@gmail.com and I would be more than happy to help you or even send you weapon files that you may want that I have made already.cook nades, static xhairs, extreme weapon setups with all automatic deadly weapons, scoped m1carbine, svt 40(trying to keep up with the g43.....lol) For example I only like to use the springfield scope so I put it on all my sniper weapons, You can even keep your colt _mp file named what it is, but it can be anyother weapon like the shotty. That way you don't need to do any menu scripting.

edited on Jan. 30, 2006 12:02 am by agro714
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phantomdentist
General Member
Since: May 7, 2004
Posts: 379
Last: Jun 14, 2010
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Monday, Jan. 30, 2006 06:44 am
If you overall goal with this mod is just to make ai die in one shot then you could do it easily by editing the ai_loc_hit_dmg_table which simply states how much damage a hit does to each location. It would mean olny editing a few values in one file as opposed to a couple in many files.

main\iw_13\info

If you only want axis ai to be effected then you will need to just edit the allied weapons so that germans are killed easily but allies are as normal. Of course this way if you pick up an axis weapon it wont kill anyone in one hit

main\iw_13\weapons

Possibly the best way of making it so the axis are easy to kill but your allies are not (better because otherwise you can find urself alone which isnt what cod is about) is to edit the aitype files and actually take away health from the axis ai so the weapons do the same damage but the axis ai take very little damage to kill

self.team = "axis";
self.accuracy = 0.2;
self.health = 100;
self.weapon = "panzerschreck";
self.secondaryweapon = "mp40";
self.grenadeWeapon = "Stielhandgranate";
self.grenadeAmmo = 0;

just set

self.health = 1;

should do it i think

having a little fun with their accuracy is always good 2

main\iw_8\aitype
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agro714
General Member
Since: Jan 25, 2005
Posts: 14
Last: Feb 5, 2006
[view latest posts]
Level 1
Category: CoD2 SP Mapping
Posted: Tuesday, Jan. 31, 2006 10:39 pm
kapulA_85 writes...
Quote:
Hmmm.seesms like its not working,I put mindamage500000
,maxdamage500000 and meeledamage 50000,but the game is the same,my compressed iwd folder looks like this.
weapons/sp/weaponlist.
What am I doing wrong?




You don't edit the mindamage and maxdamage, all you need to edit is damage and meleedamage
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kapulA_85
General Member
Since: Dec 16, 2005
Posts: 18
Last: Jul 22, 2008
[view latest posts]
Level 1
Category: CoD2 SP Mapping
Posted: Wednesday, Feb. 1, 2006 03:01 am
Thanks for the reply,although it is a bit late :)
Now I have another question,how can I make the weapons to either kill or wound(they fall on the floor and draw their pistol) in one shot?
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ArmorMaster
General Member
Since: Mar 29, 2005
Posts: 371
Last: Oct 2, 2009
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Tuesday, Feb. 7, 2006 11:09 pm
You probably could because with WFE you can edit the damage settings. You'd have to see which damage setting makes germans draw a pistol on the ground though, and that depends on if the game goes by damage to spawn the "pistol death thingy" or by number of shots taken or whatever...
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kapulA_85
General Member
Since: Dec 16, 2005
Posts: 18
Last: Jul 22, 2008
[view latest posts]
Level 1
Category: CoD2 SP Mapping
Posted: Saturday, Feb. 11, 2006 06:31 am
I just done,it takes 0.9 damage(in AI settings)to knock them down,I put more damage on head,chest and torso,and when you hit them in the hands or legs,they fall down and draw their pistol,its working pretty nicely,thx for the help all :)
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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. 6, 2014 10:23 am
You thought this thread was dead...
You thought wrong...
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