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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: [Turorial] Adding a mortar team to your map
Seawolf
General Member
Since: Apr 15, 2005
Posts: 87
Last: May 10, 2006
[view latest posts]
Level 3
Category: CoD2 SP Mapping
Posted: Tuesday, May. 2, 2006 03:26 pm
Welcome to the on how to add a german mortar team to your map tutorial.

Its very simple, the most part is done in radiant and it evolves very little scripting. Just follow the steps bellow and you should be fine.

Step 1. Creating a trigger brush

First step will be to create a trigger brush that will spawn the mortar team when the player crosses it.

Simply draw out a trigger brush and make it a trigger multiple.

Now give the trigger these values.

key: targetname
Value: mortar_team

Step 2. Creating AI actors

Now we are going to create the mortar team itself

Simply insert any Axis AI actor that you want and make him a Spawner.

Once you have created the actor connect the trigger to the actor (NOT the actor to the trigger or it won't work).


Step 3. Setting the destination of the team using a pathnode

Place a pathnode on the map where you want your team to go to once they are spawnd. Once your team reaches this node they will set up their mortar and start doing their thing.

once you've placed the node connect the actor to the node (NOT the node to the actor).

Step 4. Placing script origins where you want your mortars to land

Next step will be to place script origins on your map where you want the mortars to land (the mortars will randomly land on one of these origins).

Simply place the script origins and then connect the pathnode to the origins.

And thats it for radiant.

Step 5. Scripting

Its very simple, all you have to do is add the following line to the main section of your yourmapname.gsc file

maps\_mortarteam::main();

So it looks something like this

main()
{
maps\_load::main();
maps\_mortarteam::main();

level.player takeallweapons();
level.player giveWeapon ("m1garand");
level.player giveWeapon ("colt");
level.player giveWeapon ("fraggrenade");
level.player switchToWeapon ("m1garand");

}

edited on May. 2, 2006 11:29 am by Seawolf
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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: Tuesday, May. 2, 2006 07:00 pm
Nice job on the tut Seawolf.[thumbs_up]

Just a quick question though. It might be confusing for some people because you only mention one actor in the tut. So does the trigger target both actors? Since it's a mortarteam.

edited on May. 2, 2006 03:04 pm by Bodger2
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11672
Last: Apr 20, 2024
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Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD2 SP Mapping
Posted: Wednesday, May. 3, 2006 03:38 am
added to the tutorials section

[angryalien]
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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 SP Mapping
Posted: Friday, May. 5, 2006 05:03 am
test
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Bodger2
General Member
Since: Sep 4, 2004
Posts: 132
Last: Aug 5, 2006
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Level 4
Category: CoD2 SP Mapping
Posted: Friday, May. 5, 2006 06:03 am
Yes I knew that VIP, I mean mrvip, its at the top of _mortarteam.gsc. I was just being nice and giving him a chance to explain. As for the mortar explosions, you have to add another line to your maps gsc.

level.mortar = loadfx("insert efx path here");

You can have different types of mortar impacts depending on the style of map it is.

Looks like my friend StrYder's [angryalien] got some updating to do.

Edit: How the hex did that happen now mrvip's post is below mine.

edited on May. 5, 2006 02:07 am by Bodger2
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mrvip
General Member
Since: Jan 21, 2005
Posts: 65
Last: May 20, 2006
[view latest posts]
Level 3
Category: CoD2 SP Mapping
Posted: Friday, May. 5, 2006 06:14 am
no
you target the first actor to the second actor

the trigger is only targeted to the one actor.


btw. i did this tut but i dont see the explosion effects.
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mrvip
General Member
Since: Jan 21, 2005
Posts: 65
Last: May 20, 2006
[view latest posts]
Level 3
Category: CoD2 SP Mapping
Posted: Friday, May. 5, 2006 11:53 pm
i tried the level.mortar = loadfx ("fx/explosions/artilleryExp_dirt_brown.efx");

doesnt work.

help.
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Bodger2
General Member
Since: Sep 4, 2004
Posts: 132
Last: Aug 5, 2006
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Level 4
Category: CoD2 SP Mapping
Posted: Saturday, May. 6, 2006 11:07 pm
It works for me.I used the same efx as you.

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mrvip
General Member
Since: Jan 21, 2005
Posts: 65
Last: May 20, 2006
[view latest posts]
Level 3
Category: CoD2 SP Mapping
Posted: Saturday, May. 6, 2006 11:09 pm
may i see your gsc. or do you wanna see mine. cause mine doesnt work. the effects part anyway.
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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: Saturday, May. 6, 2006 11:30 pm
main()
{
maps\_load::main();
maps\_mortarteam::main();
//maps\_mortarteam::anims();

level.player takeallweapons();
level.player giveWeapon ("m1garand");
level.player giveWeapon ("colt");
level.player giveWeapon ("fraggrenade");
level.player switchToWeapon ("m1garand");

level.mortar = loadfx ("fx/explosions/artilleryExp_dirt_brown.efx");
}
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