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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: Moving Objects
Terian
General Member
Since: May 22, 2004
Posts: 121
Last: Apr 14, 2008
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Level 4
Category: CoD2 MP Mapping
Posted: Saturday, May. 27, 2006 10:14 pm
I would like to make a map similiar to rifle range in UO where targets would move across the screen at different distances. However, I am not sure how to do this. Is it a texture, script or what? I would assume its some type of continuous trigger like opening a door or some such thing. Anyone know how? If so could you explain and possible send a .mapp file with the texture (if that is what it is) all set up so be copy and pasted? Thanks guys
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KilLjoY
General Member
Since: Jul 13, 2004
Posts: 609
Last: Jan 24, 2009
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Level 6
MODSCON
Category: CoD2 MP Mapping
Posted: Saturday, May. 27, 2006 10:58 pm
open up the rifle range pk3 and have a look at the scripts (yes it is a script) most scripts from CoD 1 will also work on CoD 2 try making a map and using tghe same script or a small variation on it could work otherwise there are some functions that got renamed
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 MP Mapping
Posted: Sunday, May. 28, 2006 12:01 am
It's all done through scripting, as Killjoy said.

In the CoD tutorial section you can also find a "moving things" tutorial, explaining the basics of moving brushes and models ingame.
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raver
General Member
Since: Mar 22, 2005
Posts: 5
Last: Mar 5, 2007
[view latest posts]
Level 0
Category: CoD2 MP Mapping
Posted: Monday, Jun. 12, 2006 03:02 am
Hi

I'm trying to do this to. And yes, with the help of the tutorial on moving objects and the script in rifle_range I got the targets moving at different hights and speeds. THNX for the tut. But now I'm trying to make the trigger follow the script_brushmodel and script_origin. This however is somthing that just won't work. I tried everything I could think of but my knowledge of scripting is still very poor.
here is some of the script code thats just a mistery to me still.

setup_targets()
{
scriptorg = getentarray("org1","targetname");
scriptorg2 = getentarray("org2","targetname");

for(i = 0; i < scriptorg.size; i++)
{
targeted = getent(scriptorg.target,"targetname");
ent = getent(targeted.target,"targetname");
targeted linkto (scriptorg);
scriptorg thread move();
targeted thread follow(ent);
ent thread target_hit(scriptorg);
}

for(i = 0; i < scriptorg2.size; i++)
{
targeted = getent(scriptorg2.target,"targetname");
ent = getent(targeted.target,"targetname");
targeted linkto (scriptorg2);
scriptorg2 thread move2();
targeted thread follow(ent);
ent thread target_hit(scriptorg2);
}
}

now,my problem is that I don't get the way they create the TARGETED and the ENT; ent = getent(targeted.target,"targetname"); the targetname I understand and I geuss that targeted's target is called ent right?...so how do I target my triggers for each targeted if they all are connected to scriptorg1 or scriptorg 2 with the targetnames of org1 and org2? when I connect the ( by ctrl+k or by inserting key + value "target + org1") trigger to one of these it connects to all of these and the other script_origins as well!!?!
would be fine by me but still the only thing that happens is that my targets DO move at the start of the map but DO'NT rotate or do enything else when I shoot them. Anyone out there ho has some thoughts about this or just knows exactly what the script above means and how to create the right map stuff that goes with this kind of script? Thnx for your time and comments
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