Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds
Watch MODSonair

Members Online

»
0 Active | 37 Guests
Online:

LATEST FORUM THREADS

»
Alive
MODSonline
mp_harbor_bas
CoDUO Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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
Latest Posts
Subscribed Posts
Search
Restricted Access Restricted Access
Page
Previous Page Next Page
subscribe
Author Topic: bas vs dm
WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 04:19 pm
Have you seen lots of errors when u compile that relate to collmaps missing?
Share |
fireballz
General Member
Since: Aug 1, 2006
Posts: 102
Last: Jun 22, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 04:21 pm
some
Share |
WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 04:28 pm
Not all xmodels have collmaps but the bunkers do, if you are missing collmaps for them then you have not set up correctly. Make sure you have extracted all the collmaps dirs from the stock pk3's...

I forget which ones now, it was so long ago when I set mine up... best to double check the tutes on setting up to make sure you didnt miss something.

Grassy
Share |
fireballz
General Member
Since: Aug 1, 2006
Posts: 102
Last: Jun 22, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 04:38 pm
ok thanx i will,the tut had me put in a foy temp and then get rid of it after i put the damaged one in,is there more i need to do after that?


edited on Aug. 25, 2006 07:40 pm by fireballz
Share |
fireballz
General Member
Since: Aug 1, 2006
Posts: 102
Last: Jun 22, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 05:46 pm
all is good w/callmaps[banghead]
Share |
cornrow_wallace
General Member
Since: Apr 16, 2005
Posts: 242
Last: Feb 27, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 06:42 pm
The proper way to set up Base Assault is to place an undamaged bunker model in your map, clip the entire thing in 4 sets, make all the clips brushmodels, then set the bomb, bomb trigger, flag & flag origin. The Foy bunkers are the only ones that have collmaps, though for some reason they don't line up perfectly with the model when you try to fit them togetherin your map.

Clipset 1


Clipset 2


Clipset 3


Clipset 4


Clipset 1 is the top half of the undamaged bunker.
Clipset 2 is the bottom half of the breached bunker.
Clipset 3 is the rubble that will appear over the stairs once it's destroyed
Clipset 4 is the group of patch meshes textured with cliponeway to allow the team to leave the bunker and prevent anyone from getting back in
In addition, you also need to clip the flag & place a small 8x8x8 origin brush towards the bottom of it.

Clipsets 1 & 3 must be brushmodels!

Clipset 1 gets the following key/value pairs:

classname : script_brushmodel
script_gameobjectname : bas
script_idnumber : foo
targetname : kw_4

Clipset 3 gets the following key/value pairs:

classname : script_brushmodel
script_gameobjectname : bas
script_noteworthy : rubble
targetname : kw_4

The flag clip & origin get the following key/value pairs:

classname : script_brushmodel
script_gameobjectname : bas
targetname : kw_4

Now onto the models..

The flag model gets the following key/value pairs:

classname : script_model
model : xmodel/mp_ctf_flag_usa (if you want an American flag)
script_gameobjectname : bas
targetname : kw_4

The destroyed bunker model gets the following key/value pairs:

classname : script_model
health : 8000
model : xmodel/mp_bunker_rhinevalley_dmg (if using the Rhine Valley bunkers)
script_gameobjectname : bas
script_noteworthy : hq
script_team : allies (if it is an American/British/Russian bunker)
target : kw_4
targetname : gmi_base

The bomb model gets the following key/value pairs:

classname : script_model
model : xmodel/mp_bomb
script_gameobjectname : bas
targetname : kw_5

The Trigger that encloses the bomb model gets the following key/value pairs:

classname : trigger_lookat
script_gameobjectname : bas
target : kw_5
targetname : kw_4

That's what you need for each bunker. But some of the values change, I will explain..

The "script_noteworthy" on the bunker models changes for each bunker. A value of "ammo" makes it bunker #1, a value of "fuel" makes it bunker #2, and a value of "hq" makes it bunker #3. Adding these key/values is what will make the bunkers display properly at the bottom of the screen in the order of: 1 2 3 3 2 1

All the target/targetname values must be relevant to each other for each individual bunker. Meaning you can't have all 3 bunkers with values of "kw_4" or it won't work properly. You can name these values whatever you want, but make sure you keep the same pattern (ie. if the target for the trigger is something_6, the targetname must be something_5). The "script_idnumber" key/value stays the same for all bunkers on both teams.

Also, you'll want lights & spawns inside each bunker. Give both light models & Bas spawns a targetname value that is the same as the target of the bunker model. This way they are removed when the bunker is breached.

And as a final note, if you are going to create your own clipping for a bunker, cullgroup each set when you are 100% sure it is perfect. This way you won't need to go through the process of selecting each brush one by one to set keys/values. And don't forget to clip all the shelves!

As for necessary stuff for your gsc, you need the following after the maps\mp\_load::main(); line.

Code:
maps\mp\_flak_gmi::main(); (if using 88's)
level thread maps\mp\_tankdrive_gmi::main(); (if using tanks)
level thread maps\mp\_jeepdrive_gmi::main(); (if using jeeps)


Code:
if(getCvar("scr_bas_basehealth") == "")		
//		setCvar("scr_bas_basehealth", "24500");	
//	if(getCvar("scr_bas_damagedhealth") == "")	
//		setCvar("scr_bas_damagedhealth", getCvarInt("scr_bas_basehealth")/2);<br />
<br /><br />
<br />
	game["bas_allies_rubble"] 	= "xmodel/mp_bunker_foy_rubble";
	game["bas_allies_complete"] 	= "xmodel/mp_bunker_foy";
	game["bas_allies_damaged"] 	= "xmodel/mp_bunker_foy_predmg";
	game["bas_allies_destroyed"] 	= "xmodel/mp_bunker_foy_dmg";
	game["bas_axis_rubble"] 	= "xmodel/mp_bunker_foy_rubble";
	game["bas_axis_complete"] 	= "xmodel/mp_bunker_foy";
	game["bas_axis_damaged"] 	= "xmodel/mp_bunker_foy_predmg";
	game["bas_axis_destroyed"] 	= "xmodel/mp_bunker_foy_dmg";


Code:
maps\mp\_util_mp_gmi::base_swapper();


And at the very bottom of your gsc..

Code:
move_bases()
{
	base_movers = [];	
		
	entitytypes = getentarray();
	for(i = 0; i < entitytypes.size; i++)
	{
		if(isdefined(entitytypes[i].groupname))
		{
			if(entitytypes[i].groupname == "base_mover")
			{		
				entitytypes[i] moveto(entitytypes[i].origin+(0,0,256), 0.1,0,0);	
			}
	
		}
	}
}


So there's a very long winded way of setting up Base Assault. Your best bet is to read all of this, then open up mp_foy in Graydiant and look at the bunkers and compare their key/value pairs to what I wrote here. It'll make sense to you eventually.

Have fun!
Share |
fireballz
General Member
Since: Aug 1, 2006
Posts: 102
Last: Jun 22, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Aug. 26, 2006 05:16 am
ok thank you very very much,when you say clipset do you meen draw a brush around the object and put a clip texture on it ,and if so witch clip I see a lot of them in common textures?I am going to play around with what you gave me so far,till I hear back,again thanx so much
Share |
fireballz
General Member
Since: Aug 1, 2006
Posts: 102
Last: Jun 22, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Aug. 26, 2006 05:49 am
ok brush models i get it,
Share |
cornrow_wallace
General Member
Since: Apr 16, 2005
Posts: 242
Last: Feb 27, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Aug. 26, 2006 06:14 am
Draw out your clips for each set, then with all of them selected right click on the grid and go to: script > brushmodel.
Share |
fireballz
General Member
Since: Aug 1, 2006
Posts: 102
Last: Jun 22, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Aug. 26, 2006 06:38 am
sorry but the clip 1 pic is confusing me,it looks like you have selected the walls and made them into brush models.when i try to select a wall it selects the whole bunker.do I make square brushes and place them over each wall and floor,are the brush models invisable in game but solid.
Share |
Restricted Access Restricted Access
Page
Previous Page Next Page
subscribe
MODSonline.com Forums : Call of Duty : CoDUO Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»