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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: What is HQ?
russiamlato
General Member
Since: Aug 21, 2006
Posts: 39
Last: Sep 1, 2006
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Level 2
Category: CoD2 MP Mapping
Posted: Monday, Aug. 21, 2006 07:08 am
Can somebody explane me this type of game??? [confused]
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StrYdeR
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Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Category: CoD2 MP Mapping
Posted: Monday, Aug. 21, 2006 12:21 pm
HQ
Objective: Establish a headquarters and gain points as long as your team controls it
Map ends: When one teams score reaches the score limit, or time limit is reached
Respawning: Attackers respawn after 10 seconds, defenders do not respawn until they lose the radio

[angryalien]
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5rusina
General Member
Since: Jan 20, 2006
Posts: 46
Last: Nov 19, 2006
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Level 2
Category: CoD2 MP Mapping
Posted: Tuesday, Aug. 22, 2006 08:22 am
i dont want to make a new topic so i will ask question here.

do i need to make something special for HQ or just must add spawn place like tdm_spawn
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StrYdeR
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Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
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Category: CoD2 MP Mapping
Posted: Tuesday, Aug. 22, 2006 12:27 pm
you need to add radio locations as outlined in the hq.gsc

[angryalien]
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5rusina
General Member
Since: Jan 20, 2006
Posts: 46
Last: Nov 19, 2006
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Level 2
Category: CoD2 MP Mapping
Posted: Wednesday, Aug. 23, 2006 07:32 am
StrYdeR writes...
Quote:
you need to add radio locations as outlined in the hq.gsc

[angryalien]


is there some tutorial how to do this?
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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: Wednesday, Aug. 23, 2006 08:26 am
Here is what is in the hq.gsc which explains it.

To add radios to your map add a section to your level script similar to the one below. To get the origin and angles
values easily it is recommended that you temporarily place radio models in your level and copy the origin and angles
values to your script. The reason these are in script and not the level itself is so radio positions can easily be
changed if needed. See the official level scripts for more examples.

if(getcvar("g_gametype") == "hq")
{
level.radio = [];
level.radio[0] = spawn("script_model", (174, -310, 16));
level.radio[0].angles = (0, 57, 0);
level.radio[1] = spawn("script_model", (-31, -32, 16));
level.radio[1].angles = (0, 1, 0);
level.radio[2] = spawn("script_model", (-299, -277, 16));
level.radio[2].angles = (0, 312, 0);
}
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