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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: [Tutorial] Planes in SP
P.o.W
General Member
Since: Sep 11, 2004
Posts: 123
Last: Mar 17, 2020
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Monday, May. 8, 2006 07:27 pm
Ok, now this is rather simple to be honest, and it can be done the same way as other vehicles. The only thing hard about making planes is trying to create a realistic flight path with nodes. You must have a high number as the speed and movement messes up your nice path.

Once you create a path for your plane and you increase the speed, it makes all the curves and turns more blunt and you loose any unique shapes in your path. My tip would be make it with your chosen speed first so you can estimate the end result and make it on a very large scale. Lets get down to business.

Make a script_vehicle and give it these key/values.

KEY:: VALUE::
"model" "xmodel/vehicle_stuka_flying"
"script_vehiclestartmove" "1"
"vehicletype" "stuka"
"targetname" "stuka"



Now make your vehicle_node and tick the start box in the entity window. The key/value of "speed" is up to you, but when i say high I mean high, like "80". I dont have planes in my map yet and there is a way of setting the speed through that. So if you can then make a more detail path with a low speed in radiant and increase the speed in your script, it may not bugger your script up, worth a try.

Make another vehicle_node and use the same speed (dont tick start node), copy this as many times as you want. Link the plane to the start node, the start node to the next node and so on. You can also use vehicle_node_rotate to get some barrel roles in and stuff :P :lol:

Script time...


Code:
main()
{
	
	maps\_stuka::main("xmodel/vehicle_stuka_flying");

maps\_load::main();
	thread plane();

	precacheModel("xmodel/vehicle_stuka_flying");
}



plane()
{
plane = getent ( "stuka","targetname");
path = getVehicleNode (plane.target,"targetname");
plane attachpath(path);
plane startPath();
plane playsound ("stuka");
}



And for the csv

Code:
#Vehicles

stuka,,amb_elements/elm_stukafly2.wav,0.55,0.6,element,,,15,50000,auto,streamed,,,,[B]YOURMAPNAMEHERE[/B],,,,,,,,0.2



Of course this is a very simple script, not much happening at all, if you want more you'll have to go looking in _stuka.GSC for more plane functions, or just wait till I get around to making planes lol. This is just to get them moving/flying

You can play with the sounds there is quite a few stuka sounds or of couirse change it to a spitfire and use the spitfire sounds (or mustang)

Cheers P.o.W
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maverick
General Member
Since: Feb 25, 2004
Posts: 460
Last: May 10, 2006
[view latest posts]
Level 5
MODSCON
Category: CoD2 MP Mapping
Posted: Monday, May. 8, 2006 07:31 pm
hey nice tutorial m8, mail it to the administrator of the tut's.
dunno exactly who that is, but maybe foyleman or something..:)! thnx for helping mappers here with coowl tut's like that one !:D
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P.o.W
General Member
Since: Sep 11, 2004
Posts: 123
Last: Mar 17, 2020
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Monday, May. 8, 2006 09:25 pm
well i usually just post with [TUTORIAL] infront of it and the mod's can add it up if 1. They see fit and 2. When they have the time, but glad you like it. Nice to gte some appreciation for spending time on it.
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