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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: Flashing Lights in COD?
DemonSlayer
General Member
Since: Mar 12, 2006
Posts: 73
Last: Jan 21, 2007
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Sunday, Dec. 31, 2006 11:29 pm
Hi

Ok i have done that... Is there a way of re sizing the script_origin.... I need bigger light coverage???


Thanks
Jon
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BloodySoldier
General Member
Since: Aug 17, 2006
Posts: 318
Last: Apr 6, 2009
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Monday, Jan. 1, 2007 12:49 am
would this script work for COD2? or do i need to make sum changed also i got confused about the blank script_model (targetname = light) do i create a script model and leave it as a red box?

Bloody
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DemonSlayer
General Member
Since: Mar 12, 2006
Posts: 73
Last: Jan 21, 2007
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Monday, Jan. 1, 2007 01:17 am
Hi Guys. (Again)


Ok i did everything the same as in the PK3 but im getting this error. G_Spawn No Free Entities

I understand what it means but what are the SP entities in my map? Are they in the GSC or actually in the BSP? My map was fine untill i added the items required for the EFX of flashing lights. I made just one script_origin. and used the gsc from the file and edited it to suit,

I also just tried copying everything from the light map to my map just to test and then added the full script and this time it just hung Call of duty MP.....
Any help would be greatfull.


Jon
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BloodySoldier
General Member
Since: Aug 17, 2006
Posts: 318
Last: Apr 6, 2009
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Monday, Jan. 1, 2007 01:32 am
yo if ur map is mp the script is made for SP but u can chane it to MP by adding sum stuff.

original script

Code:

main()
{
maps\_load_gmi::main();
strobe_off_handler();
}




strobe_off_handler()
{ 
wait .2;// This number controls the Blinking
level.dist = 1000;
lights = getent ("light","targetname"); 
distdown = 0 - level.dist;
temp1 = spawn ("script_origin", lights.origin + (0, 0, distdown));
lights moveto (temp1.origin,0.1,0.1,0);
temp1 delete();
lightoff = getent ("lightoffmodel","targetname"); 
lightoff show();
lighton = getent ("lightonmodel","targetname"); 
lighton hide();
thread strobe_on_handler();
}

strobe_on_handler()
{
wait .2; // This number controls the Blinking
level.dist = 1000;
lights = getent("light","targetname");  
distup = 0 + level.dist;
temp2 = spawn ("script_origin", lights.origin + (0, 0, distup));
lights moveto (temp2.origin,0.1,0.1,0);
temp2 delete();
lighton = getent ("lightonmodel","targetname"); 
lighton show();
lightoff = getent ("lightoffmodel","targetname"); 
lightoff hide();
thread strobe_off_handler();
}


new script

Code:
main()
{
maps\mp\_load_gmi::main();
strobe_off_handler();
}




strobe_off_handler()
{ 
wait .2;// This number controls the Blinking
level.dist = 1000;
lights = getent ("light","targetname"); 
distdown = 0 - level.dist;
temp1 = spawn ("script_origin", lights.origin + (0, 0, distdown));
lights moveto (temp1.origin,0.1,0.1,0);
temp1 delete();
lightoff = getent ("lightoffmodel","targetname"); 
lightoff show();
lighton = getent ("lightonmodel","targetname"); 
lighton hide();
thread strobe_on_handler();
}

strobe_on_handler()
{
wait .2; // This number controls the Blinking
level.dist = 1000;
lights = getent("light","targetname");  
distup = 0 + level.dist;
temp2 = spawn ("script_origin", lights.origin + (0, 0, distup));
lights moveto (temp2.origin,0.1,0.1,0);
temp2 delete();
lighton = getent ("lightonmodel","targetname"); 
lighton show();
lightoff = getent ("lightoffmodel","targetname"); 
lightoff hide();
thread strobe_off_handler();
}



maybe that will work?

edited on Dec. 31, 2006 08:33 pm by BloodySoldier
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BloodySoldier
General Member
Since: Aug 17, 2006
Posts: 318
Last: Apr 6, 2009
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Monday, Jan. 1, 2007 01:35 am
ok i found out how to make it in COD2

here's the script

Code:
main()
{
maps\mp\_load::main();


strobe_off_handler();

}

strobe_off_handler()
{ 
wait .1;
level.dist = 1000;
lights = getent ("light","targetname"); 
distdown = 0 - level.dist;
temp1 = spawn ("script_origin", lights.origin + (0, 0, distdown));
lights moveto (temp1.origin,0.1,0.1,0);
temp1 delete();
lightoff = getent ("lightoffmodel","targetname"); 
lightoff show();
lighton = getent ("lightonmodel","targetname"); 
lighton hide();
thread strobe_on_handler();
}

strobe_on_handler()
{
wait .3; 
level.dist = 1000;
lights = getent("light","targetname");  
distup = 0 + level.dist;
temp2 = spawn ("script_origin", lights.origin + (0, 0, distup));
lights moveto (temp2.origin,0.1,0.1,0);
temp2 delete();
lighton = getent ("lightonmodel","targetname"); 
lighton show();
lightoff = getent ("lightoffmodel","targetname"); 
lightoff hide();
thread strobe_off_handler();
}
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DemonSlayer
General Member
Since: Mar 12, 2006
Posts: 73
Last: Jan 21, 2007
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Monday, Jan. 1, 2007 01:43 am
Thanks Bud


The first script actually works fine. And yes you leave the blank script_model (targetname = light) as a red box. well I did and I can get a flashing white light. Ive had to move on from there as I cant get a green light from it, well not one that flashes anyway. Anyway My problem now is this script....

main()
{

thread DoLight();
}

DoLight()
{
fxvert = getent("fxvert", "targetname");
fxorange = getent("fxorange", "targetname");
fxrouge = getent("fxrouge", "targetname");

vert = loadfx("fx/valoche/vert.efx");
orange = loadfx("fx/valoche/orange.efx");
rouge = loadfx("fx/valoche/rouge.efx");

while(1)
{
playfx(vert, fxvert.origin);
wait(0.5);
playfx(orange, fxorange.origin);
wait(0.5);
playfx(rouge, fxrouge.origin);
wait(0.5);
playfx(orange, fxorange.origin);
wait(0.5);
}


The bit that confuses me is the file is called mp_light wich would tell me its for Multi Player?????

Thanks
Jon


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