Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 7 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: adding working mortar from mp_uo_barbarossa
lmbo-uk-Gill
General Member
Since: Oct 21, 2005
Posts: 272
Last: Feb 5, 2012
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Wednesday, Dec. 28, 2005 05:18 pm
hi is it possible to add these models from barbossa and use them it says it is on the read me also says feel free to use them but it dont say heres how to do it lol i have managed to get them into my map but you can walk through them and cant use them argh [jumping] i looked on google plenty of guys asking how but no awnsers so i thought i would ask here seems like the best mapping site
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Wednesday, Dec. 28, 2005 10:03 pm
two problems

1) The walking through models..
Add a clip texture around them. The models don't have a collmap so you'll have to make your own

2) Just like you would add any other vehicle the right vehicletype has to be added. You can find that value by looking in the .bsp file.
Share |
lmbo-uk-Gill
General Member
Since: Oct 21, 2005
Posts: 272
Last: Feb 5, 2012
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Wednesday, Dec. 28, 2005 10:16 pm
yeah i got the key values and target names from bsp i also noticed there were collmap entries made in bsp like this
"targetname" "xmodel/mp_artillery_mortar"
"classname" "script_vehicle_collmap"
"origin" "-1244 -1732 294"
"model" "*197"
so i tried creating it nothing happened with the mortar but with the xmodel/mp_vehicle_t34_76 it works you get another model like the script vehicle but wit no box unfortunatly it crashes codou ill post my gsc just in case its that thats wrong
main()
{
setCullFog (512, 9000, .32, .36, .40, 2);
ambientPlay("ambient_mp_dawnville");

maps\mp\_load::main();


game["allies"] = "russian";
game["axis"] = "german";

prepareVehicles();

//maps\mp\barb_fx::init();

game["american_soldiertype"] = "conscript";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "wehrmacht";
game["german_soldiervariation"] = "normal";

game["attackers"] = "axis";
game["defenders"] = "allies";

game["hud_allies_victory_image"] = "gfx/hud/hud@mp_victory_barb_r.dds";
game["hud_axis_victory_image"] = "gfx/hud/hud@mp_victory_barb_g.dds";


//maps\mp\barb_fx::main();

game["bas_allies_rubble"] = "xmodel/mp_bunker_italy_rubble";
game["bas_allies_complete"] = "xmodel/mp_bunker_italy";
game["bas_allies_damaged"] = "xmodel/mp_bunker_italy_predmg";
game["bas_allies_destroyed"] = "xmodel/mp_bunker_italy_dmg";
game["bas_axis_rubble"] = "xmodel/mp_bunker_italy_rubble";
game["bas_axis_complete"] = "xmodel/mp_bunker_italy";
game["bas_axis_damaged"] = "xmodel/mp_bunker_italy_predmg";
game["bas_axis_destroyed"] = "xmodel/mp_bunker_italy_dmg";

maps\mp\_util_mp_gmi::base_swapper();
startVehicles();

}

prepareVehicles() {

level thread maps\mp\_tankdrive_gmi::main();
level thread maps\mp\_jeepdrive_gmi::main();
level thread maps\mp\_kv1_drive::init();
level thread maps\mp\_pak40_::init();
level thread maps\mp\_pak45_::init();
level thread maps\mp\_bt7_drive::init();
level thread maps\mp\_pziii_drive::init();
level thread maps\mp\_pziv_drive::init();
level thread maps\mp\_ba10_drive::init();
level thread maps\mp\_stugiii_::init();
level thread maps\mp\_gazaa_drive::init();
level thread maps\mp\_sdkfz_drive::init();
level thread maps\mp\_t34_76_drive::init();
level thread maps\mp\_mortar_::init();


}

startVehicles() {

wait (2);
level thread maps\mp\_kv1_drive::main();
level thread maps\mp\_pak40_::main();
level thread maps\mp\_pak45_::main();
level thread maps\mp\_bt7_drive::main();
level thread maps\mp\_pziii_drive::main();
level thread maps\mp\_pziv_drive::main();
level thread maps\mp\_ba10_drive::main();
level thread maps\mp\_stugiii_::main();
level thread maps\mp\_sdkfz_drive::main();
level thread maps\mp\_gazaa_drive::main();
level thread maps\mp\_t34_76_drive::main();
level thread maps\mp\_mortar_::main();

}


layout_images()
{
game["bas_layoutimage"] = "barb1_bas";
game["ctf_layoutimage"] = "barb1_ctf";
game["cnq_layoutimage"] = "barb1_cnq";
game["cnq_layoutimage"] = "barb1_s&d";
game["layoutimage"] = "barb1_cnq";

}
Share |
mrvip
General Member
Since: Jan 21, 2005
Posts: 65
Last: May 20, 2006
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, Dec. 28, 2005 10:42 pm
are you trying to script this in or map it

mapping it w/scriptings is the main way to go


im confused on what u want here
Share |
lmbo-uk-Gill
General Member
Since: Oct 21, 2005
Posts: 272
Last: Feb 5, 2012
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Thursday, Dec. 29, 2005 12:41 am
well it needs b oth to make it happen and a bit more so thought i would post my progress not that i made much
i[banghead]
Share |
Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Thursday, Dec. 29, 2005 09:50 am
this shouldnt be hard to get through...i cant really explain on here...PM and ill send you my msn details [biggrin]

herc,
Share |
-{Bl!nk}-WiZZFiZZ
General Member
Since: Mar 29, 2005
Posts: 114
Last: Oct 2, 2006
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Thursday, Dec. 29, 2005 10:03 am
I would advise u to go to the after hours website and ask if u can use it first.[drink]

P.S I have got all of the barb vehicles to work proply.[cool]

edited on Dec. 29, 2005 05:04 am by -{Bl!nk}-WiZZFiZZ
Share |
lmbo-uk-Gill
General Member
Since: Oct 21, 2005
Posts: 272
Last: Feb 5, 2012
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Thursday, Dec. 29, 2005 10:21 am
MAPPER INFO
===========
These vehicles were originally produced by After Hourz
for use in our own mapping projects. They are however
freely available for use by mappers in their
own projects. More information will be released soon on
how to incorporate these vehicles in your own maps. We require
that you credit After Hourz by name and with links if you
do decide to include them in your project. Donations (see home
page) are also a nice thing too! :)

from the read me
Share |
lmbo-uk-Gill
General Member
Since: Oct 21, 2005
Posts: 272
Last: Feb 5, 2012
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Thursday, Dec. 29, 2005 10:27 am
wats your map called the one with the custom vehicles in id like to see it please
Share |
lmbo-uk-Gill
General Member
Since: Oct 21, 2005
Posts: 272
Last: Feb 5, 2012
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Saturday, Dec. 31, 2005 05:26 pm
just wondered if anyone has actualy got this to work
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty : CoDUO Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»