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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: SD mode
KSEMO
General Member
Since: Feb 3, 2006
Posts: 60
Last: Mar 31, 2016
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Friday, Jul. 21, 2006 10:32 pm
I'm trying to get sd mode to work. I did everything that is explained in this tutorial:

http://www.modsonline.com/Tutorials-read-290.html

It's for CoD1, and one or two things had changed, but i think i did it right. But when i go into the game, no radarpoints show up and i can't place a bomb. Something must be missing. I've also set up the gsc file. At least i think so.

[confused]
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Saturday, Jul. 22, 2006 09:05 am
For cod2 all you need to do is drop in 3 prefabs an A and a B bombzone and a bombtrigger. Of course allied and axis spawns. [wink]
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Jul. 22, 2006 09:20 am
ah... sorry veef can you explain that a little bit more detailed? i'm having a problem with sd mode on my map too. I did place 2 prefabs for A and B bombsites, but they already have a trigger around, i think!! They show connected by a red line in radiant, however when i go to test the mpa it shuts down the game and gives me the following error

******* script runtime error *******
pair 'undefined' and '(30000, 0, 0)' has unmatching types 'undefined' and 'vector': (file 'extreme/_ex_utils.gsc', line 562)
trace = bulletTrace(entitytypes.origin, entitytypes.origin - (30000,0,0),false,undefined);
*
called from:
(file 'extreme/_ex_main.gsc', line 8)
extreme\_ex_utils::GetMapDim();
*
called from:
(file 'maps/mp/gametypes/dm.gsc', line 82)
extreme\_ex_main::main();
*
called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 15)
[[level.callbackStartGameType]]();
*
started from:
(file 'extreme/_ex_utils.gsc', line 588)
wait 0.05;
*
************************************
********************
ERROR: script runtime error
(see console for details)
(file 'extreme/_ex_utils.gsc', line 588)

********************
----- Server Shutdown -----
==== ShutdownGame ====

Any clue on what this might be?
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Saturday, Jul. 22, 2006 09:47 am
Well there is not much detail to go into other than the 3 prefabs are
1. sd_bombzone_a_*****.map
2. sd_bombzone_b_*****.map
3. sd_bombtrigger.map

And place the sd_bombtrigger.map in the sky somewhere out of reach of anything.
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 23, 2006 08:19 am
Ah...thankx
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 23, 2006 08:20 am
Lol are we playing musical posts?
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 23, 2006 08:30 am
?????[confused]
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FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 24, 2008
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Jul. 23, 2006 05:57 pm
btw, the error you posted has been produced by the extrem mod.
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Jul. 29, 2006 10:39 am
Yup, that's right...

I did as you said but still have a problem...
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