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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: bombzone prefabs Q
Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 20, 2006 04:28 pm
When using these;

1. sd_bombzone_a_*****.map
2. sd_bombzone_b_*****.map
3. sd_bombtrigger.map

Do you need to do anything else to them or are they configured with the proper values and such for the origin and triggers etc?

On my test map Im using I have one each of spawn points for now along with the global intermission, along with the above mentioned sd_ things needed. When I compile the map and test it I always see the before and after models of the objective as well as the red FX thingie at the bottom of the target. Why is this?
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 20, 2006 04:41 pm
Do you have a .gsc?
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Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 20, 2006 08:35 pm
indeed I do


Quote:
main()
{
setCullFog (0, 13500, .32, .36, .40, 0);
ambientPlay("ambient_mp_brecourt");

maps\mp\_load::main();
maps\mp\mp_steve1_fx::main();

game["allies"] = "american";
game["axis"] = "german";

game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "fallschirmjagergrey";
game["german_soldiervariation"] = "normal";
game["attackers"] = "allies";
game["defenders"] = "axis";



}





Quote:
main()
{
precacheFX();
ambientFX();
level.scr_sound["flak88_explode"] = "flak88_explode";
}

precacheFX()
{

level._effect["flak_explosion"] = loadfx("fx/explosions/flak88_explosion.efx");
level._effect["fueltank"] = loadfx("fx/explosions/fueltank_ned.efx");
level._effect["wood_close"] = loadfx ("fx/cannon/wood_close.efx");
level._effect["wood"] = loadfx ("fx/cannon/wood.efx");
level._effect["dust"] = loadfx ("fx/cannon/dust.efx");
level._effect["dirt"] = loadfx ("fx/cannon/dirt.efx");

}




These were taking pretty much from the files that wyatt erp provided with his video tutorials.

Here is an pic of it.



edited on Aug. 20, 2006 04:46 pm by LPRay
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
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Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 20, 2006 09:05 pm
Thats not for cod2. Here are some basic examples for cod2
Quote:
main()
{
maps\mp\mp_steve1_fx::main();
maps\mp\_load::main();

setExpFog(0.0001, 0.30, 0.31, 0.34, 0);
ambientPlay("ambient_france");

game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["british_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
}


Quote:
main()
{
precacheFX();
level.scr_sound["flak88_explode"] = "flak88_explode";
}

precacheFX()
{
level._effect["flak_explosion"] = loadfx("fx/explosions/flak88_explosion.efx");
}
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Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 20, 2006 09:55 pm
I pulled up one of the backup maps and used your version of the .gsc and ...fx.gsc as well as prefab flak guns A B and bombtrigger. I can plant, defuse but I get no explosions and as you will see in the pics below you can still see both the before and after barrels of the gun and the red FX symbol is still coming through.













Thanks for the help so far guys!!! I do appreciated it.

edited on Aug. 20, 2006 05:56 pm by LPRay
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 20, 2006 10:42 pm
looks like something went wrong in the Prefab....it probs been done wrong because in my IW SD bombsites they work fine...you tryed reinstalling the editor? if not try it and if you still have the probelm ill email you the prefabs for MP

herc
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Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 20, 2006 11:14 pm
thanks herc. I will reinstall the editor AGAIN....[crazy] LOL

I dont want to lose my maps under construction so do I just move them to safety in a lifeboat outside the programs? Once reinstalled I can just move them back to where they were, correct? and they should still work.
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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: Monday, Aug. 21, 2006 12:51 am
Check to make sure the extension is correct on your .gsc by clicking on "My Computer" and then on the toolbar at the top of the window select
Tools->Folder Options
Tab "View"
and then uncheck "hide extensions for known filetypes".
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pimpy
General Member
Since: Apr 20, 2006
Posts: 16
Last: Aug 23, 2006
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Monday, Aug. 21, 2006 01:42 am
i had the same problem on one of my maps. i put it onto a server to test it and it was fine. so u could try doing that. i dont no y this occured tho. gud luck
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Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Tuesday, Aug. 22, 2006 09:07 am
Well thanks to you guys my bombzones now work just perfectly. Several things were corrupt that I found from your suggestions. One being that my .gsc was a .gsc.txt which is bad. Anyway, work continues on and my thanks to some great people here.
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