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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
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Author Topic: [Tutorial] Interactable Objects
Bodger2
General Member
Since: Sep 4, 2004
Posts: 132
Last: Aug 5, 2006
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Tuesday, Apr. 25, 2006 07:31 am
This tutorial covers _interactable_objects.gsc.It also assumes you have extracted the xmodels folder from iw_13.iwd to your Main directory/folder.

What are interactable objects? They are things like the exploding barrels, wine bottles, vases, crates, plates ,helmets ,and tincans.

So on with the tutorial.

Object: Exploding Barrels

Method 1: Load the prefab

Rightclick in the 2D view and select misc>prefab.
The open dialogue box opens,then select

prefabs/interactable_objects/benzin.map

Prefabs choices are,
benzin.map
benzin_snow.map
prop_barrel_benzin.map
prop_barrel_benzin_snow.map

Method 2:Create a script_model

Rightclick in the 2D view and select script>model.
The open dialogue box opens,then select the xmodel.

Script model choices are,
xmodel/prop_barrel_benzin
xmodel/prop_barrel_benzin_snow

Next give the script_model a targetname or a script_noteworthy of explodable_barrel.

You can also set the radius for the damage.
Key:radius Value:350 (if this key is not set the default is 250)

Object: Tin Can

Theres no prefab for this one.

So rightclick in the 2D view and select script>model.
The open dialogue box opens,then select the xmodel/prop_tincan.
Give the script_model a targetname of tincan.

Object: Helmet

Theres no prefab for this one.

But there are two types,of interactions.One is the helmet pop,which when shot makes the helmet jump.The other is shutter,which when shot makes the helmet wobble.

Method: Helmet Pop
Rightclick in the 2D view and select script>model.
The open dialogue box opens,then select the
xmodel/prop_helmet_german_normandy.
Give the script_model a targetname of helmet_pop.

Method: Shuttering
Rightclick in the 2D view and select script>model.
The open dialogue box opens,then select the
xmodel/prop_helmet_german_normandy.
Give the script_model a targetname of shuddering_entity.

Object: Breakable Boxs

Method 1: Load the prefab

Rightclick in the 2D view and select misc>prefab.
The open dialogue box opens,then select
prefabs/interactable_objects/prop_crate_dak1.map

Prefabs choices are,
prop_crate_dak1.map
prop_crate_dak2.map
prop_crate_dak3.map
prop_crate_dak4.map
prop_crate_dak5.map
prop_crate_dak6.map
prop_crate_dak7.map
prop_crate_dak8.map
prop_crate_dak9.map

Method 2: Create a script_model

Rightclick in the 2D view and select script>model.
The open dialogue box opens,then select the xmodel.

Script model choices are,
xmodel/prop_crate_dak1
xmodel/prop_crate_dak2
xmodel/prop_crate_dak3
xmodel/prop_crate_dak4
xmodel/prop_crate_dak5
xmodel/prop_crate_dak6
xmodel/prop_crate_dak7
xmodel/prop_crate_dak8
xmodel/prop_crate_dak9

Next give the script_model a targetname or a script_noteworthy of breakable box.

Object: Wine Bottle

Theres no prefab for this one.

So rightclick in the 2D view and select script>model.
The open dialogue box opens,then select the
xmodel/prop_winebottle_breakable.
Give the script_model a targetname of breakable.

Object: Vase

Method 1: Load the prefab

Rightclick in the 2D view and select misc>prefab.
The open dialogue box opens,then select
prefabs/interactable_objects/egypt_prop_vase1.map
This is the only prefab,the other xmodels can be done with script models.

Method 2: Create a script_model

Rightclick in the 2D view and select script>model.
The open dialogue box opens,then select the xmodel.

Script model choices are,
xmodel/egypt_prop_vase1
xmodel/egypt_prop_vase3
xmodel/egypt_prop_vase4
These are given a type of orange vase

xmodel/egypt_prop_vase2
xmodel/egypt_prop_vase5
xmodel/egypt_prop_vase6
These are given a type of green vase

The type is done by _interactable_objects.gsc and just loads different effects for the xmodels.You don't give the script_models a type the script does that for you.

You just give the script_model a targetname of breakable_vase.

Object: Plates

Theres no prefabs for these ones.

Method: Create a script_model

Rightclick in the 2D view and select script>model.
The open dialogue box opens,then select the xmodel.

Script model choices are,
xmodel/prop_diningplate_roundfloral
xmodel/prop_diningplate_roundplain
xmodel/prop_diningplate_roundstack

xmodel/prop_diningplate_ovalfloral
xmodel/prop_diningplate_ovalplain
xmodel/prop_diningplate_ovalstack

Give the script_model a targetname of breakable.

Thats it for the mapping part.
Now the scripting part.

To get the interactable objects to work you need a GSC file for your SP map.The GSC goes in the maps directory/folder with your d3dbsp file.The GSC has the same name as your map, mymapname.d3dbsp and mymapname.gsc.

So what does the script look like,well maps\_load::main(); automaticly loads _interactable_objects::main(); for you.So as long as you have that line, maps\_load::main(); ,in your GSC it will work.

Example:
main()
{
maps\_load::main();
}
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Ethnik_Man
General Member
Since: Jul 27, 2005
Posts: 417
Last: Feb 1, 2008
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Wednesday, Apr. 26, 2006 05:46 am
o wow, thanks man!!
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-=SOD=-Ghost
General Member
Since: Mar 20, 2005
Posts: 77
Last: Jan 20, 2008
[view latest posts]
Level 3
Category: CoD2 SP Mapping
Posted: Wednesday, Apr. 26, 2006 07:23 am
nice tut[thumbs_up]
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Dragon
General Member
Since: Aug 2, 2004
Posts: 413
Last: May 29, 2009
[view latest posts]
Level 5
MODSCON
Category: CoD2 SP Mapping
Posted: Wednesday, Apr. 26, 2006 07:44 am
The wine bottle doesn't work. I simply tried script_model and targetname breakable, but when I shoot it, it doesn't break.
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westonegoth
General Member
Since: Mar 27, 2005
Posts: 842
Last: Feb 25, 2008
[view latest posts]
Level 7
Category: CoD2 SP Mapping
Posted: Wednesday, Apr. 26, 2006 01:01 pm
wow iel have to try that one out, you or any 1 else got a tutorial for fire and smoke yet?? i have tried but no luck [cry]
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Bodger2
General Member
Since: Sep 4, 2004
Posts: 132
Last: Aug 5, 2006
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Wednesday, Apr. 26, 2006 01:38 pm
@Dragon
Did you use the correct xmodel (xmodel/prop_winebottle_breakable) because the script only recognizes that specific model.And do you have a GSC for your map.

@westonegoth
Not sure what your asking about, if its about adding FX to your map, try some of the old tutorials on that.I think they still apply.But I have looked into that yet.
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westonegoth
General Member
Since: Mar 27, 2005
Posts: 842
Last: Feb 25, 2008
[view latest posts]
Level 7
Category: CoD2 SP Mapping
Posted: Wednesday, Apr. 26, 2006 02:32 pm
@bodger2

i tried the COD1 tutorial but it didn't work out either its not the same or... i did not follow it correctly but i definatly thought i did, their is a texture thingy (like caulk) but called smoke i played around with that but still no luck :(
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Bodger2
General Member
Since: Sep 4, 2004
Posts: 132
Last: Aug 5, 2006
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Thursday, Apr. 27, 2006 03:50 am
Your questions are not related to this topic,so maybe you should start a new topic.The tools>smoke texture is new and I don't know what its for.
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Ethnik_Man
General Member
Since: Jul 27, 2005
Posts: 417
Last: Feb 1, 2008
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Thursday, Apr. 27, 2006 04:06 am
maybe its for areas where you need the player's vision to blur as if walking through smoke?

just a guess

[rocking]
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ArmorMaster
General Member
Since: Mar 30, 2005
Posts: 371
Last: Oct 3, 2009
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Thursday, Apr. 27, 2006 04:51 am
VERY cool! I was wondering how the helmets were shootable in the first mission in COD2...
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