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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Luramaegan Tutorial
adushi
General Member
Since: Apr 29, 2005
Posts: 39
Last: Aug 16, 2006
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Thursday, Jun. 22, 2006 04:46 am
Damn this thing ROCK'S !!!
A very nice Tutorial one can learn a lot from it.
(useble flakvierling)

But i was woundering even tho that the vieling is a great and a very powerfull tiem ... can it be used with a driveble tank.
There is a model that the vierling is mounted on top
xmodel/vehicle_tank_flakpanzer
Or am i just making no senc of having a vehicle that has to much power to handel [casanova]

edited on Jun. 22, 2006 07:48 am by adushi
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Friday, Jun. 23, 2006 03:55 pm
Play about with the script. Seems a little strange trying to attach a flak to a vehicle but why not.. See what you come up with.

Try searching for model 'bones' and tagging objects to them.
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lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Sunday, Jun. 25, 2006 03:59 am
Make sure that you get the updated files. These help with crashes and fix a few other issues with it. Get them Here and enjoy.
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Jun. 25, 2006 04:36 am
Hi lauramegan...
Sorry this is a bit offtopic but it is still related to one of your tutorials...the one of the exploding barrels...
I have adapted it to COD2 and with some minor changes in the script i mad it work...and works very nice indeed...[casanova]
Now the problem is that i would like to place more than one pile of barrels...but i already tried out a few times but it alwasy returns me a "getent" error, because it say it can't get more than one entity or something like that...
Can you help me plz?
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lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Sunday, Jun. 25, 2006 04:48 am
The quickest way would be to simply change the names of your second pile of barrels and the triggers that would go with them. Copy the script and change it to match the new names. I started working on a better way to add more but got on another project and never got back to it.
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Jun. 25, 2006 11:58 am
Well, i already tried that several times....however i always get the "getent" error, maybe you could check my script to see what i am doing wrong plz? No one seems to be able to help me....

Here goes the script:

//////Exploding barrels script by Lauramaegan////////
main()
{
// Specify two different explosion effects to randomly play
level._effect["barrel_explosion"] = loadfx ("fx/props/barrelExp.efx");
level._effect["barrel_fire"] = loadfx ("fx/fire/ground_fire_med.efx");
thread barrel_exploder();
}



barrel_exploder()
{
btrig = getent ("barrel_trigger","targetname");
btrig2 = getent ("barrel_trigger2","targetname");
b1 = getent ("barrel1","targetname");//---------------first pile of barrels
b2 = getent ("barrel2","targetname");
b3 = getent ("barrel3","targetname");
b4 = getent ("barrel4","targetname");
b5 = getent ("barrel5","targetname");
b6 = getent ("barrel6","targetname");//---------------second pile of barrels
b7 = getent ("barrel7","targetname");
b8 = getent ("barrel8","targetname");
b9 = getent ("barrel9","targetname");
b10 = getent ("barrel10","targetname");
b_d = getent ("barrel_d","targetname");
b_d2 = getent ("barrel_d2","targetname");
bfx = getent ("barrel_fx","targetname");
bfx2 = getent ("barrel_fx2","targetname");
b_dfx = getent ("barrel_dfx","targetname");
b_dfx2 = getent ("barrel_dfx2","targetname");
g = getent ("ground","targetname");
g2 = getent ("ground2","targetname");
g_d = getent ("ground_d","targetname");
g_d2 = getent ("ground_d2","targetname");
b_d hide();
g_d hide();
g_d movez (-27,.1,0,0);
b_d2 hide();
g_d2 hide();
g_d2 movez (-27,.1,0,0);

btrig waittill ("trigger",other);
g_d movez (27,.1,0,0);
bfx playsound ("barrel_exp");
playfx(level._effect["barrel_explosion"], bfx.origin);
g_d show();
g hide();
b1 hide();
b2 hide();
b3 hide();
b4 hide();
b5 hide();
b1 notsolid();
b2 notsolid();
b3 notsolid();
b4 notsolid();
b5 notsolid();
radiusDamage(bfx.origin + (0,0,112),500, 110, 5);
thread loopfx("barrel_fire",(1792, -1024,8), .25, .25, 120);//-----------location of the 1st stack of barrels
wait 3.5;
b_dfx playsound ("barrel_fall");
wait .5;
b_d show();
b_dfx playsound ("barrel_hit");
b_d movez (-265,.1,0,0);
thread loopfx("barrel_fire",(1690, -1120,8), .25, .25, 20);//--------------where the falling barrel lands
wait 5;
b_d hide();
b_dfx playsound ("barrel_exp");
playfx(level._effect["barrel_explosion"], b_dfx.origin);
radiusDamage(b_dfx.origin + (0,0,112),500, 110, 5);
thread loopfx("barrel_fire",(1690, -1120,8), .25, .25, 60);//--------------where the falling barrel lands
b_d movez (265,.1,0,0);
wait 60;
b1 show();
b2 show();
b3 show();
b4 show();
b5 show();
b1 solid();
b2 solid();
b3 solid();
b4 solid();
b5 solid();
g show();
g_d hide();
g_d movez (-27,.1,0,0);
thread barrel_exploder();

btrig2 waittill ("trigger",other);
g_d2 movez (27,.1,0,0);
bfx2 playsound ("barrel_exp");
playfx(level._effect["barrel_explosion"], bfx2.origin);
g_d2 show();
g2 hide();
b6 hide();
b7 hide();
b8 hide();
b9 hide();
b10 hide();
b6 notsolid();
b7 notsolid();
b8 notsolid();
b9 notsolid();
b10 notsolid();
radiusDamage(bfx2.origin + (0,0,112),500, 110, 5);
thread loopfx("barrel_fire",(305, 1333,8), .25, .25, 120);//-----------location of the 2nd stack of barrels
wait 3.5;
b_dfx2 playsound ("barrel_fall");
wait .5;
b_d2 show();
b_dfx2 playsound ("barrel_hit");
b_d2 movez (-265,.1,0,0);
thread loopfx("barrel_fire",(204, 1238,8), .25, .25, 20);//--------------where the falling barrel lands
wait 5;
b_d2 hide();
b_dfx2 playsound ("barrel_exp");
playfx(level._effect["barrel_explosion"], b_dfx2.origin);
radiusDamage(b_dfx2.origin + (0,0,112),500, 110, 5);
thread loopfx("barrel_fire",(204, 1238,8), .25, .25, 60);//--------------where the falling barrel lands
b_d2 movez (265,.1,0,0);
wait 60;
b6 show();
b7 show();
b8 show();
b9 show();
b10 show();
b6 solid();
b7 solid();
b8 solid();
b9 solid();
b10 solid();
g2 show();
g_d2 hide();
g_d2 movez (-27,.1,0,0);
thread barrel_exploder();

}

loopfx(fxId, fxPos, waitime, fxStart, fxStop)
{
if(!isDefined(level.fxstate))
level.fxstate = true;
if(!isDefined(fxStop))
fxStop = 600;
if(!isDefined(fxStart))
fxStart = 1;
if(!isDefined(waitime))
waitime = 1;
loop_count = 0;

wait (fxStart);

while (level.fxstate && loop_count < fxStop) {
playfx(level._effect[fxId], fxPos);
loop_count++;
wait (waitime);
}
}
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lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Sunday, Jun. 25, 2006 01:03 pm
It sounds like you have either two targetnames that are still the same or a targetname in the script that does not match the .map ( Could be a simple misspelling. You would not be the first one to misspell something. It has happened to everyone I would bet.)
If you have made sure that all targetnames are different and match the script.... try this... it is a quick and dirty way to do it.
(Make a back up of the origional before trying this)
Copy the barrel exploder section of the origional script and put it in again in the origional .gsc as a new thread. Name it barrel_exploder_2 or whatever, call it from the top as a new thread and change all of the targetnames to match the map for your second pile of barrels. Should work.
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Jun. 25, 2006 04:01 pm
sorry, but now i get console errors related with the } symbol, i don't get it how they can be worng since i never touched them....
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lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Sunday, Jun. 25, 2006 04:17 pm
Run it in developer mode and it should tell you exactly what line that it doesn't like.
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Monday, Jun. 26, 2006 12:24 am
Whoa!!

The way you have that script setup, it will create a new thread each time while the last thread is still open, in effect a nasty loop that eats up memory on servers and clients machines.

You need to separate that script into their own threads, the trigger on barrel two will only start to work after the first trigger has been activated in your example above.

This is one classic reason why you should never restart a thread by calling itself at the end... Much better to use loops like while(1) if it loops forever, or for(;;) same thing as while(1).

Grassy
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