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 2
Category: CoD2 SP Mapping
Call of Duty 2 single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Previous Page
subscribe
Author Topic: [TUTORIAL] Ai and mg42
V4friend
General Member
Since: May 30, 2007
Posts: 19
Last: Mar 13, 2009
[view latest posts]
Level 1
Category: CoD2 SP Mapping
Posted: Wednesday, Jun. 13, 2007 03:32 pm
Hello again to all COD fans.

As I mentioned earlier I am experimenting with some of the many tutorials found here and that seems to raise as many questions as answers (can be my curious nature?)

What I (and maybe many others) regret is that Radient does not have an online Help and that all knowledge about Radiant and scripting seems to be scattered around the WWW. Maybe it's just me?

I have tried P.o.W. 's tutorial about AI using an MG and that works OK. Now I've created a spawner with a count of 3 and indeed the AI respawns 3 times after being eliminated. In the tut P.o.W. mentioned using (int) script_killspawner to stop the spawning when another trigger is hit. The comment says: "When you go through a trigger with this on it, any spawners that have the same # will be deleted"

What "#" is meant here? In other words: how does the trigger know which AI to stop spawning?[confused]

I have also tried the key (string) script_emptyspawner, but I cannot get that to work either.

Thanks!
Share |
djheps
General Member
Since: Oct 5, 2006
Posts: 52
Last: Oct 4, 2007
[view latest posts]
Level 3
Category: CoD2 SP Mapping
Posted: Wednesday, Jun. 13, 2007 05:25 pm
Your AI MG42 Spawner has a certain number, for example if he's the only one he'd be "1"... but you can set that number to whatever you like, for example if he could be number "3".

The "script_killspawner" tells the trigger to kill whatever spawner number you have set, for example if you MG42 guy was number "3", you'd have the a key "script_killspawner" and a value of "3". This would either stop the spawning of the AI or kill the guy.

I don't know exactly how to give the AI spawner a number but that's how the "script_killspawner" works.

edited on Jun. 13, 2007 01:27 pm by djheps
Share |
V4friend
General Member
Since: May 30, 2007
Posts: 19
Last: Mar 13, 2009
[view latest posts]
Level 1
Category: CoD2 SP Mapping
Posted: Wednesday, Jun. 13, 2007 06:35 pm
Hello djheps,

Thanks for your reply. The problem is, that you have to enter the right number ("#") as value for the key "script_killspawner". I would expect that this number would be the value of a key from the AI-entity.

Could someone tell me where to find the necessary number? I'm also still interested to know about the "script_emptyspawner" key.
Share |
V4friend
General Member
Since: May 30, 2007
Posts: 19
Last: Mar 13, 2009
[view latest posts]
Level 1
Category: CoD2 SP Mapping
Posted: Thursday, Jun. 14, 2007 10:11 am
Hello to all,

I know it's not the "Forum way", but I don't let go of a problem that easy, so I found the solution myself. [casanova]

While exploring the Newvillers map I found that both the AI and the trigger need the key "script_killspawner". This way you can give a whole bunch of AI the same "#" (which is the value of the key for the AI). Creating one trigger with the key "script_killspawner" set to the same value, stops the spawning of all. For some reason the texture is set to "KILL", but I don't know if that's really necessary.

Thanks anyway.
Share |
Restricted Access Topic is Locked
Page
Previous Page
subscribe
MODSonline.com Forums : Call of Duty 2 : CoD2 SP 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

»