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Forum: All Forums : Call of Duty 2
Category: CoD2 Map + Mod Releases
Release announcements of custom maps and mods and other content related to Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: [preview]Salerno Beachhead
airwolf
General Member
Since: May 15, 2006
Posts: 82
Last: Jun 10, 2007
[view latest posts]
Level 3
Category: CoD2 Map + Mod Releases
Posted: Wednesday, Jun. 21, 2006 05:22 pm
can you give me the script for the flying plans i dont get it to work on my map.
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HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
[view latest posts]
Level 6
Category: CoD2 Map + Mod Releases
Posted: Wednesday, Jun. 21, 2006 05:52 pm
sure airwolf!

i used the cod1 tutorial made by rasta and modified it for what i had in mind

which you can find Here

here is what my script looks like:



Code:
main() 
{ 

level thread planes(); 
} 

planes() 
{
 
level.PlaneSpeed = 3.5; 

p51a = getent ("p51a","targetname"); 
p51b = getent ("p51b","targetname"); 


temp = getent (p51a.target,"targetname"); 
p51a.dest = temp.origin; 
p51a.start = p51a.origin; 
p51a hide(); 
temp = getent (p51b.target,"targetname"); 
p51b.dest = temp.origin; 
p51b.start = p51b.origin; 
p51b hide(); 
 

wait 21; 

while (1) 
{ 
p51a thread plane_flyby("p51_mustang_flyby"); 
wait .15; 
p51b thread plane_flyby("p51_mustang_flyby"); 
 

wait 60; 
} 
} 


plane_flyby(sound) 
{ 
// If you specified a sound to play then play it 
if (isdefined (sound)) 
self playsound (sound); 

wait 0.1; 

self show(); 

self moveto(self.dest, level.PlaneSpeed, 0.1, 0.1); 

wait level.PlaneSpeed; 

self hide(); 
self.origin = self.start; 
} 
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kav
General Member
Since: Apr 26, 2006
Posts: 24
Last: Jun 28, 2006
[view latest posts]
Level 1
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jun. 22, 2006 10:24 pm
hybrid this project looks like youre best so far im busy making a map based on commandos strike force and i have a stuka flying across the map. i couldnt help noticing in youre screen shots that the planes seem to be shooting or bombing an area on your map. if so can u point me in the right direction on how to do this it would be much aprieciated thx m8 kutgw

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HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
[view latest posts]
Level 6
Category: CoD2 Map + Mod Releases
Posted: Monday, Jun. 26, 2006 01:43 pm
@kav: for the bombs i made a seperate script and timed it so that it playes bomb explosions at the time the planes flyby, you just need to tweak the timing so it looks like the planes drop the bombs[devilishgrin]

i placed 4 script_models and gave them the following targetnames: bomb1,bomb2,bomb3 and bomb4

that's the mapping part and then i used this script:

Code:
bombs()
{	
	//explosion for the bombs
	level._effect["bomb_explosion"]			= loadfx ("fx/explosions/artilleryExp_duhoc_clifftop.efx");	
	

{	
	wait 22.5;
   	 // Get bombsite 1
   	 bomb1 = getent ("bomb1","targetname");

    
// Do the explosion effect
    origin = bomb1 
	
	getorigin();
{    playfx (level._effect["bomb_explosion"], origin);
// Play the explosion sound
    bomb1 playsound("bomb_explosion");
 
    // Make the explosion cause damage
    radiusDamage(origin+(0,0,12), 500, 2000, 50);
}
}

{	
	wait 0.5;
   	 // Get bombsite 2
   	 bomb2 = getent ("bomb2","targetname");

    
// Do the explosion effect
    origin = bomb2 

	getorigin();
{    playfx (level._effect["bomb_explosion"], origin);
// Play the explosion sound
    bomb2 playsound("bomb_explosion");
 
    // Make the explosion cause damage
    radiusDamage(origin+(0,0,12), 500, 2000, 50);
}
}

{	
	wait 0.3;
   	 // Get bombsite 3
   	 bomb3 = getent ("bomb3","targetname");

    
// Do the explosion effect
    origin = bomb3 

	getorigin();
{    playfx (level._effect["bomb_explosion"], origin);
// Play the explosion sound
    bomb3 playsound("bomb_explosion");
 
    // Make the explosion cause damage
    radiusDamage(origin+(0,0,12), 500, 2000, 50);
}
}

{	
	wait 0.3;
   	 // Get bombsite 4
   	 bomb4 = getent ("bomb4","targetname");

    
// Do the explosion effect
    origin = bomb4 

	getorigin();
{    playfx (level._effect["bomb_explosion"], origin);
// Play the explosion sound
    bomb4 playsound("bomb_explosion");
 
    // Make the explosion cause damage
    radiusDamage(origin+(0,0,12), 500, 2000, 50);
}
}

}
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HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
[view latest posts]
Level 6
Category: CoD2 Map + Mod Releases
Posted: Monday, Jun. 26, 2006 01:44 pm
and worked a bit more on the terrain plus drawed the layout =)

here some screens:

flank route to the farm:


small field close to the farm with a small trench & mg42



overview:


the farm:

burned building:


thnx to headup for his hay texture [casanova]:)
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[DKTM]spitfire(fin)
General Member
Since: Aug 15, 2005
Posts: 112
Last: Feb 1, 2008
[view latest posts]
Level 4
Category: CoD2 Map + Mod Releases
Posted: Monday, Jun. 26, 2006 02:06 pm
Three words: Oh My God[tongue]
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[DKTM]spitfire(fin)
General Member
Since: Aug 15, 2005
Posts: 112
Last: Feb 1, 2008
[view latest posts]
Level 4
Category: CoD2 Map + Mod Releases
Posted: Monday, Jun. 26, 2006 02:06 pm
Three words: Oh My God[tongue]
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swiggy99
General Member
Since: Jun 11, 2006
Posts: 89
Last: Jul 21, 2007
[view latest posts]
Level 3
Category: CoD2 Map + Mod Releases
Posted: Monday, Jun. 26, 2006 07:25 pm
WOW! Good looking map. Your work is brilliant dude.
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kav
General Member
Since: Apr 26, 2006
Posts: 24
Last: Jun 28, 2006
[view latest posts]
Level 1
Category: CoD2 Map + Mod Releases
Posted: Tuesday, Jun. 27, 2006 01:40 am
thx for that hybrid it works....great looking map m8ty
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kav
General Member
Since: Apr 26, 2006
Posts: 24
Last: Jun 28, 2006
[view latest posts]
Level 1
Category: CoD2 Map + Mod Releases
Posted: Tuesday, Jun. 27, 2006 01:45 am
sorry for double posting but is there any chance u could upload the hay texture or provide a link. it would become very usefull thx in advance.
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