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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: Artillery Kill in CoDMP
rogue722
General Member
Since: Jan 17, 2006
Posts: 175
Last: Mar 29, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Saturday, Mar. 25, 2006 11:32 pm
Hey guys, got yet another problem. Earlier I posted about setting up mortars that you can fire in my MP level. But when you kill someone with them,
1) You don't get credit for the kill
2) They person killed gets -1 to there kills
3) The icon for the death is like they ran into a minefield

So basically the game sees them as being killed by a mine or something. This is for regular CoD, NOT UO, so I looked in the UO pk3 files and can't find exactly what I need to add to make it work like it does in UO. If anyone had some tips, that would be great, thanks.

-Rogue
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amr12391
General Member
Since: Feb 17, 2005
Posts: 401
Last: Mar 26, 2006
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Saturday, Mar. 25, 2006 11:38 pm
well did u try looking somewhere in the maps>mp>gametypes directory? bcuz it could even be in tdm.gsc ctf.gsc or even _weapons.gsc

edited on Mar. 25, 2006 06:38 pm by amr12391
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rogue722
General Member
Since: Jan 17, 2006
Posts: 175
Last: Mar 29, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Mar. 26, 2006 12:19 am
Yes, i did try looking in the gametypes directory. I looked in the dm.gsc, tdm.gsc, etc. And all I could find is this:

Callback_PlayerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc)
{
self endon("spawned");

if(self.sessionteam == "spectator")
return;

// If the player was killed by a head shot, let players know it was a head shot kill
if(sHitLoc == "head" && sMeansOfDeath != "MOD_MELEE")
sMeansOfDeath = "MOD_HEAD_SHOT";

// if this is a melee kill from a binocular then make sure they know that they are a loser
if(sMeansOfDeath == "MOD_MELEE" && (sWeapon == "binoculars_artillery_mp" || sWeapon == "binoculars_mp") )
{
sMeansOfDeath = "MOD_MELEE_BINOCULARS";
}

// if this is a kill from the artillery binocs change the icon
if(sMeansOfDeath != "MOD_MELEE_BINOCULARS" && sWeapon == "binoculars_artillery_mp" )
sMeansOfDeath = "MOD_ARTILLERY";

// send out an obituary message to all clients about the kill
obituary(self, attacker, sWeapon, sMeansOfDeath);

Plus about 200 more lines in that method alone...

The stuff bolded is what I am talking about, but I do not know how to add any of the right stuff for this to work. The only thing is that this seems to need a weapon (binoculars) and I'm not doing it that way, im just having the player go up to an xmodel, press use, and fire a mortar.

I though about making my own dm.gsc/tdm.gsc and copying this whole thing from regular CoD and then adding the certain parts for the artillery, but im not sure what I need to add. I don't know where to put something where it says that ok, someone is killed, they were killed by the artillery, change the icon, give the killer +1 to deaths and -1 to person killed, if that makes sense [tongue].

I checked in the _callbacksetup.gsc in pak5.pk3 in regular CoD (because there isn't one in any of the UO pk3's) and that didn't make any sense either. I have tried looking in all the _load.gsc's, and still didnt get anything. Any tips on this would be awsome, thanks!

-Rogue

edited on Mar. 25, 2006 07:22 pm by rogue722
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Sunday, Mar. 26, 2006 12:36 am
The Juno Beach map had random mortars... don't recall offhand whether it was for CoD or CoDUO. It used to be running in S&D mode on a dedicated June Beach server. (Or was it Omaha Beach?)
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rogue722
General Member
Since: Jan 17, 2006
Posts: 175
Last: Mar 29, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Mar. 26, 2006 01:03 am
Sorry, but I'm not talking about random mortars, these mortars are called on by the player, so I need it so the player gets credited with the kill.

-Rogue
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Sunday, Mar. 26, 2006 01:44 am
I don't recall who got credited for the kill. The mortar was up on the hilltop and could be manned by Germans. Clicking on it would cause a random mortar explosion on the beach below.

The After-Hourz Vehicle pack has a very good user-controlable (and aimable) mortar, but that requires CoD:UO.
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rogue722
General Member
Since: Jan 17, 2006
Posts: 175
Last: Mar 29, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Mar. 26, 2006 06:53 am
Maybe I should update everyone on what I have done so far to try and fix this problem. I have made my own dm.gsc (thats all it supports so far) and added these lines:

Code:

if(!sMeansOfDeath != "MOD_MELEE_BINOCULARS" && sWeapon == "artillery" )
{
	sMeansOfDeath = "MOD_ARTILLERY";
}

And edited these lines:

Code:

if(isPlayer(attacker) && sMeansOfDeath != "MOD_ARTILLERY")
	{
		if(attacker == self) // killed himself
		{
			doKillcam = false;

			attacker.score--;
		}
		else
		{
			attackerNum = attacker getEntityNumber();
			doKillcam = true;

			attacker.score++;
			attacker checkScoreLimit();
		}

		lpattacknum = attacker getEntityNumber();
		lpattackname = attacker.name;
	}


And, in my .pk3, I added the folders gfx -> icons and added the file hud@artillery.dds, which is the icon that would show up if they were killed by artillery in UO, so I would need it for CoD.

AND, in my soundaliases folder, edited my .csv to add everything that the gmi_mp_artillery.csv file has, and added the necessary sounds from UO that it would need into the sound folder.

Unfortunatly, like I figured, this still does not work. Is there anything I am missing?? I know that not a lot of people (if any) have not tried to do this, but any pointers would be greatly appreciated. Thanks.

-Rogue

edited on Mar. 26, 2006 01:54 am by rogue722
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