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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: Mortar Barrages in CoD?
ogenboy
General Member
Since: Jan 25, 2006
Posts: 56
Last: Feb 9, 2008
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Level 3
Category: CoD Mapping
Posted: Saturday, Mar. 18, 2006 03:06 pm
in a few maps, you know how people have a mortar model and a trigger to use the mortar right? is it possible to make a button in a map and fire a mortar barrage that damages and kills people as you see in the Dawnville SP map?

if so, that would be cool... but is it possible?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD Mapping
Posted: Saturday, Mar. 18, 2006 03:18 pm
Yes, very possible.. though not aimed, the location is preset, though you can "randomize" it.. It's all done through scripting
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ogenboy
General Member
Since: Jan 25, 2006
Posts: 56
Last: Feb 9, 2008
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Level 3
Category: CoD Mapping
Posted: Saturday, Mar. 18, 2006 05:43 pm
ok... now the problem is that i dont know the scripting but, i could do some research and stuff...[ohwell]
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD Mapping
Posted: Saturday, Mar. 18, 2006 05:46 pm
There are tutorials on this site and check out mods like AWE. They've done some great scripting in those mods.

Learn, as this is not an easy thing to make if you don't know anything about scripting.

edit: also check out the .gsc scripts from the maps in which you found those mortar barrages to get you started.

edited on Mar. 18, 2006 12:46 pm by The_Caretaker
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ogenboy
General Member
Since: Jan 25, 2006
Posts: 56
Last: Feb 9, 2008
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Level 3
Category: CoD Mapping
Posted: Saturday, Mar. 18, 2006 10:14 pm
thanks for the tips[biggrin]

[machine_gun][sniper]
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ogenboy
General Member
Since: Jan 25, 2006
Posts: 56
Last: Feb 9, 2008
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Level 3
Category: CoD Mapping
Posted: Sunday, Mar. 19, 2006 02:59 am
ok, i looked in GSC files and stuff and it only gave me the scripting for a mortar model and how to use it in a game but, i was thinking along the lines of a DoD map, where if you press a button, a mortar barrage comes out of nowhere and lands on the enemy, not the player pressing the USE button on the mortar model

is there a way to do that?
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Ethnik_Man
General Member
Since: Jul 27, 2005
Posts: 417
Last: Feb 1, 2008
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Level 5
Category: CoD Mapping
Posted: Sunday, Mar. 19, 2006 03:17 am
like in DoD? o yea-

ok first put in a script_model. call it w/e u want, for this ill call it "mort". make another script_model, name it "mort2". and so on and so forth. place these where you want the mortar to come down. now: put in a misc_model of the mortar model. then- make a brush that fits around it. cover it in the trigger texture, then right click>trigger>use. call this w/e u want. for this ill call it "fire".


now for the script:

put the following script into the same folder as thmapwiththemortarthingy.bsp

Quote:
main()
{
thread mortarz();
}

mortarz()
{
mfire = getent ("fire", "targetname");
mfire waittill ("trigger");
mpos = getent ("mort", "targetname");
mpos playsound ("incomingsound");
wait(1);
mpos playsound ("explosionsound");
playfx (level._effect["theexplosion"], mpos.origin + (0,0,0));
radiusDamage ( mpos.origin, 2048, 512, 32);
earthquake(.5, 1, mpos.origin, 2250);
wait (.3)

m2pos = getent ("mort2", "targetname");
m2pos playsound ("incomingsound2");
wait(1);
m2pos playsound ("explosionsound2");
playfx (level._effect["theexplosion2"], m2pos.origin + (0,0,0));
radiusDamage ( m2pos.origin, 2048, 512, 32);
earthquake(.5, 1, m2pos.origin, 2250);
}


i dunno if it would work, but iim 95% sure it would, so try it out and come back and tell me wat happened.[wave]


[rocking]

EDIT: i forgot to mention- the red text can be changed in the script to watever sounds u want. incomingsound is the incoming sound, and explosion sound is the explosion sound. theexplosion is the "boom" effect that plays, also theexplosion2...if u dot know how to add fx and sounds, you can find out how on this site!

edited on Mar. 18, 2006 10:19 pm by MasterChief6

edited on Mar. 18, 2006 10:20 pm by MasterChief6
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ogenboy
General Member
Since: Jan 25, 2006
Posts: 56
Last: Feb 9, 2008
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Level 3
Category: CoD Mapping
Posted: Sunday, Mar. 19, 2006 03:14 pm
hm... if i cover the model with a wood or concrete brush, i can cover it up and people wont see it.... also, i can probably put a no-usable button model just to make it look good...

thanks a lot guys... time to see what happens when i have the time[wave][thumbs_up]
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD Mapping
Posted: Sunday, Mar. 19, 2006 03:44 pm
you don't need to put in the misc_models of the mortars, because the script will work just as well without it. A model doesn't do anything.. it's the trigger which does it.
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ogenboy
General Member
Since: Jan 25, 2006
Posts: 56
Last: Feb 9, 2008
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Level 3
Category: CoD Mapping
Posted: Sunday, Mar. 19, 2006 03:51 pm
well, i knew that because models are for show and the script is found in GSC files so im supposed to put the scripting of the trigger and mortar in there[rolleyes]
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