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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
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Author Topic: making vehicles usable?
VaSs
General Member
Since: Feb 23, 2006
Posts: 47
Last: Mar 21, 2006
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Sunday, Feb. 26, 2006 01:32 am
ok made it wot exactly do i need to put into a .gsc file - i think i kno wot lines to add now but wot shud alredy be in it?
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Feb. 26, 2006 01:34 am
Basic .gsc would be:

Code:
main()
{
	setCullFog (0, 10000, .56, .58, .52, 0);
	setExpFog (0.00010, .36, .39, .42, 0 );
	ambientPlay("rocking_tunes");
	
	game["layoutimage"] = "loading_piccy";
	
	level thread maps\mp\_tankdrive_gmi::main();
	level thread maps\mp\_jeepdrive_gmi::main();
	level thread maps\mp\_flak_gmi::main();

	maps\mp\_load::main();

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

	game["russian_soldiertype"] = "veteran";
	game["russian_soldiervariation"] = "normal";
	game["german_soldiertype"] = "wehrmacht";
	game["german_soldiervariation"] = "normal";
	
	game["attackers"] = "allies";
	game["defenders"] = "axis";

}
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VaSs
General Member
Since: Feb 23, 2006
Posts: 47
Last: Mar 21, 2006
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Sunday, Feb. 26, 2006 01:50 am
yay! it works finally, i knew that .gsc file wud be impotant sumwer[duh]. dont hav any sound on the sherman tracks but il tackle that in the morning.

thanx alot for ur help guys[thumbs_up]
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inuyashasidekick
General Member
Since: Aug 11, 2005
Posts: 5
Last: Jul 26, 2006
[view latest posts]
Level 0
Category: CoDUO Mapping
Posted: Tuesday, Mar. 7, 2006 05:17 am
for my suggest...DONT USE DM, TDM, HQ!
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Tuesday, Mar. 7, 2006 06:10 am
Missing sounds indicates that you're missing the CSV file in soundloadspecs\mp under the UO folder.

Best way to create GSCs is to download custom maps and look at their GSC files. (Stick to the simpler ones that don't do anything fancy.)

Or you can dig through the stock PK3s and pull out the GSCs for the various levels.

I have an overly complex GSC that I use when creating maps using the After-Hourz vehicles. (There's stuff in there that only makes sense for AHz vehicles.)

Code:
main()
{
// Sets the fog distance
// setCullFog (near distance, far distance, Red, Green, Blue, transition time)
setCullFog (1000, 8000, 0.4, 0.41, 0.45, 0);

// Ambient background sounds
// www.modsonline.com/Tutorials-read-242.html
// ambientPlay("amb_snowy_quiet");
ambientPlay("ambient_mp_foy");

maps\mp\_load::main();

prepareVehicles();

// www.modsonline.com/Tutorials-read-181.html
level thread maps\mp\_tankdrive_gmi::main();//for tanks
level thread maps\mp\_jeepdrive_gmi::main();//for jeeps
// level thread maps\mp\_flak_gmi::main();//for flak88s 

//---------------------------------------------
// Setup teams
//---------------------------------------------

// game["allies"] = "american";
// game["allies"] = "british";
game["allies"] = "russian";
game["axis"] = "german";

//---------------------------------------------
// Pick uniforms and player models
//---------------------------------------------

// game["american_soldiertype"] = "airborne";
// game["american_soldiervariation"] = "normal";

// game["american_soldiertype"] = "airborne";
// game["american_soldiervariation"] = "winter";

// game["british_soldiertype"] = "airborne";
// game["british_soldiervariation"] = "normal";

// game["british_soldiertype"] = "commando";
// game["british_soldiervariation"] = "normal";

// game["british_soldiertype"] = "commando";
// game["british_soldiervariation"] = "winter";

// game["russian_soldiertype"] = "conscript";
// game["russian_soldiervariation"] = "normal";

game["russian_soldiertype"] = "conscript";
game["russian_soldiervariation"] = "winter";

// game["russian_soldiertype"] = "veteran";
// game["russian_soldiervariation"] = "normal";

// game["russian_soldiertype"] = "veteran";
// game["russian_soldiervariation"] = "winter";

// game["german_soldiertype"] = "waffen";
// game["german_soldiervariation"] = "normal";

// game["german_soldiertype"] = "waffen";
// game["german_soldiervariation"] = "winter";

// game["german_soldiertype"] = "fallschirmjagercamo";
// game["german_soldiervariation"] = "normal";

// game["german_soldiertype"] = "wehrmacht";
// game["german_soldiervariation"] = "normal";

game["german_soldiertype"] = "wehrmacht";
game["german_soldiervariation"] = "winter";

// game["german_soldiertype"] = "kriegsmarine";
// game["german_soldiervariation"] = "normal";

//---------------------------------------------
// Setup attackers/defenders
//---------------------------------------------

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

//---------------------------------------------
// Compass fix
//---------------------------------------------

switch(getcvar("g_gametype"))
{
	case "bas": game["compass_range"] = 6000; break;
	case "cnq": game["compass_range"] = 3000; break;
	case "ctf": game["compass_range"] = 4000; break;
	default: game["compass_range"] = 2048; break;
}

//---------------------------------------------
// Base assault stuff
//---------------------------------------------

//  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\_jagd_winter_drive::init();
	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\_t34_76_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\_mortar_::init();
	
}

startVehicles() {
	
	wait (2);
	level thread maps\mp\_jagd_winter_drive::main();
	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\_t34_76_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\_mortar_::main();

}


Also the sound file (something.csv in soundloadspecs/mp)

Code:
#DEFAULTS

dialog_mp.csv
gmi_dialog_mp.csv
generic_mp_sound.csv
gmi_mp_weap_all_allied.csv
gmi_mp_artillery.csv

#VEHICLE 

gmi_mp_vehicles_ru.csv
gmi_mp_vehicles_ge.csv
ahz_tank_sounds.csv


Note: In order to use the AHz vehicles, you have to create your own custom collision maps...

The most important part of my GSC files is the part that changes the compass. The default compass range is only 1024, unless you specifically set it to something higher. On larger maps, a setting of 1024 is pretty much useless. Here's how to setup code that changes compass settings based on gametype. I prefer a large scale compass on Base Assault, but a more detailed compass in CNQ / SD / RE when you're trying to find a small spot on the map.

Code:
switch(getcvar("g_gametype"))
{
	case "bas": game["compass_range"] = 6000; break;
	case "cnq": game["compass_range"] = 3000; break;
	case "ctf": game["compass_range"] = 4000; break;
	default: game["compass_range"] = 2048; break;
}
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