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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: making placed weapons respawn in cod 2
rjczrr
General Member
Since: Apr 6, 2004
Posts: 1
Last: May 3, 2006
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Level 0
Category: CoD2 MP Mapping
Posted: Wednesday, May. 3, 2006 08:33 pm
I would also like respawning weapons in multiplayer. I've been looking around and cant find anywhere that has the answer. key: wait and value: # do not work, and stock maps dont have respawning weapons
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markroy
General Member
Since: Apr 13, 2005
Posts: 26
Last: Jul 1, 2006
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Level 2
Category: CoD2 MP Mapping
Posted: Friday, Jun. 16, 2006 03:00 am
Has anyone got any information on this topic? I know it is possible because we played a map with weapons spawning the other day. What are the key values that need to be used?
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
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Level 8
Category: CoD2 MP Mapping
Posted: Friday, Jun. 16, 2006 03:05 am
markroy writes...
Quote:
Has anyone got any information on this topic? I know it is possible because we played a map with weapons spawning the other day. What are the key values that need to be used?
Well then you could look at that map and see how it is done.
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ROTCGuy
General Member
Since: May 30, 2004
Posts: 265
Last: Mar 18, 2009
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Level 5
Category: CoD2 MP Mapping
Posted: Friday, Jun. 16, 2006 03:19 am
Isnt there a respawn checkbox in the enitity editor to make the weapons respawn?

Err i never actually read your whole first post. My mistake. Ill show myself out now.

edited on Jun. 15, 2006 11:21 pm by Juicy1366
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markroy
General Member
Since: Apr 13, 2005
Posts: 26
Last: Jul 1, 2006
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Level 2
Category: CoD2 MP Mapping
Posted: Friday, Jun. 16, 2006 03:43 am
Veef, If I had the original .map file for that map to look at, I could see how it is done. I don't have the source code, therefore I ask for help.
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
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Level 8
Category: CoD2 MP Mapping
Posted: Friday, Jun. 16, 2006 04:09 am
markroy writes...
Quote:
Veef, If I had the original .map file for that map to look at, I could see how it is done. I don't have the source code, therefore I ask for help.
Sorry i should have mentioned you can get that info from the bsp you do not need the .map . If you are not sure how just let me know what map we are talking about and i will look into it.
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sentchy
General Member
Since: May 6, 2006
Posts: 212
Last: Oct 31, 2006
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Level 4
Category: CoD2 MP Mapping
Posted: Friday, Jun. 16, 2006 12:22 pm
The automatic respawn values do not work, you have to write your own script to monitor when an item gets picked up and replace it.

If you do it right you can actually make the respawn key/value pair actually work.

crossroads.gsc has an example of how to do panzerschrecks in sp, it can relatively easily be used to build one for a multiplayer respawn of a weapon. Obviously how have to delete the check for the single player tank still being alive and other stuff.


Code:

...
level thread panzerschrecks();
...

panzerschrecks()
{
	//get the panzers already placed.
	temp_panzer1 = getent ("panzer1", "targetname");
	
	temp_panzer2 = getent ("panzer2", "targetname");
	
	
	//get their origins
	panzer1_org = temp_panzer1 getorigin();
	
	panzer2_org = temp_panzer1 getorigin();
	
	//get their angles
	panzer1_angles = temp_panzer1.angles;
	
	panzer2_angles = temp_panzer1.angles;
	
	
	//delete the second panzer
	temp_panzer2 delete();
	
	level waittill ("commtank_spawned");
		
	//respawn panzers untill the tank is dead
	while (isalive (level.commTank) )
	{
		level.commTank endon ("death");
		
		temp_panzer1 waittill ("trigger");
		
		//spawn the other panzer
		panzer2 = spawn("weapon_panzerschreck", panzer2_org);
		panzer2.angles = panzer2_angles;
		
		panzer2 waittill ("trigger");
		
		//spawn the first panzer agian
		temp_panzer1 = spawn("weapon_panzerschreck", panzer1_org);
		temp_panzer1.angles = panzer1_angles;
		
		
	}	
}
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markroy
General Member
Since: Apr 13, 2005
Posts: 26
Last: Jul 1, 2006
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Friday, Jun. 16, 2006 03:44 pm
Veef, I apologize, I was under the impression that you could not get information from a bsp. The map is mp_crazyhouse. It has guns (and bazookas!) hanging on the walls. I just looked at the bsp in notepad and did a search. You are right, there is a wealth of information in there. I can see the values, and will give them a try. Thanks.

I have redone a map i did for cod in cod2 which had a weapons room that everyone liked and they are requesting weapons in the cod2 version. I added turrets successfully.

sentchy, thanks for your post on the gsc file as well.
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
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Level 8
Category: CoD2 MP Mapping
Posted: Friday, Jun. 16, 2006 07:36 pm
sentchy writes...
Quote:
The automatic respawn values do not work, you have to write your own script to monitor when an item gets picked up and replace it.
Not exactly the answer people were hoping for, but i quess it will have to do since IW seems to have removed anything that was not nailed down.
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sentchy
General Member
Since: May 6, 2006
Posts: 212
Last: Oct 31, 2006
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Friday, Jun. 16, 2006 08:49 pm
I'll be on vacation for a week but when I get back from hiking I can write a custom respawn script that should allow for easy respawning weapons. I have already thought about the detailed code and it is not that bad.

The key/value pair needs to be something else than respawn since that value is not a default keys.txt value that the compiler exports to the bsp and is accessable in the script but there are plenty others from sp that can be used.

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