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

Members Online

»
0 Active | 43 Guests
Online:

LATEST FORUM THREADS

»
Call of DutyŽ: WWII
CoD WW2 General
SOF2 Prefabs map
SoFII 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 2
Category: CoD2 SP Mapping
Call of Duty 2 single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: [Tutorial] Flak88 in Single Player
rkm11
General Member
Since: Jan 26, 2005
Posts: 196
Last: Aug 20, 2010
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Monday, Sep. 11, 2006 06:35 pm
By rkm11

Ok, after a little script reading and some info from Kc, I have finally created a manned working flak88 in CoD2 SP.

1. First we need to create a script_vehicle. Now, you can give it one of two models

key: model

value:

"xmodel/german_artillery_flak88"
or
"xmodel/german_artillery_flak88_nm"

Also, give it these keys and values.

"script_flak88" "1"
"script_flaktype" "tank"
"script_shootai" "1"
(if you want them to shoot AI, this includes the player)
"script_shoottanks" "1" (if you want it to shoot tanks)
"script_team" "axis"
"vehicletype" "flak88"



2. Now for the Actors. The flak88's can run with just one person, I believe. The normal amound is 5. These can be any AI, as long as they are german. I have only tested with 5. Give them each this key and value:

"script_flak88" "1"

Now, check spawner and forcespawn on each of them. Once they are laid near the flak88, simply select the flak88 and then the actor and press W. This will autoconnect them. Do this for every AI, except make sure you connect THE FLAK88 TO THE AI!!!


3. Trigger. Now, make a Trigger multiple, texture it with trigger, and give it this.

"script_flak88" "1"

You should NOT connect the trigger to the flak gun. Just this alone will trigger the guys to spawn and jump on the gun.

4. Script. This is the easy part...

You got to add this line before the load::main();

maps\_flak88::main("xmodel/german_artillery_flak88_nm");

I'm using the model xmodel/german_artillery_flak88_nm, but the other option is xmodel/german_artillery_flak88



main()
{
maps\_flak88::main("xmodel/german_artillery_flak88_nm");
maps\_load::main();

level.player takeallweapons ();
level.player giveWeapon("m1garand");
level.player giveWeapon("thompson");
level.player giveWeapon("fraggrenade");
level.player giveWeapon("smoke_grenade_american");
}

And there you have it.


***********************************

Can someone test this for me? I'm too lazy to make sure I didn't miss something small :P

Ryan
Share |
rkm11
General Member
Since: Jan 26, 2005
Posts: 196
Last: Aug 20, 2010
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Tuesday, Sep. 12, 2006 02:52 pm
Updated spelling mistake...


*************************

How to make a Flak88 in Single Player

By rkm11

Ok, after a little script reading and some info from Kc, I have finally created a manned working flak88 in CoD2 SP.

1. First we need to create a script_vehicle. Now, you can give it one of two models

key: model

value:

"xmodel/german_artillery_flak88"
or
"xmodel/german_artillery_flak88_nm"

Also, give it these keys and values.

"script_flak88" "1"
"script_flaktype" "tank"
"script_shootai" "1" (if you want them to shoot AI, this includes the player)
"script_shoottanks" "1" (if you want it to shoot tanks)
"script_team" "axis"
"vehicletype" "flak88"



2. Now for the Actors. The flak88's can run with just one person, I believe. The normal around is 5. These can be any AI, as long as they are german. I have only tested with 5. Give them each this key and value:

"script_flak88" "1"

Now, check spawner and forcespawn on each of them. Once they are laid near the flak88, simply select the flak88 and then the actor and press W. This will autoconnect them. Do this for every AI, except make sure you connect THE FLAK88 TO THE AI!!!


3. Trigger. Now, make a Trigger multiple, texture it with trigger, and give it this.

"script_flak88" "1"

You should NOT connect the trigger to the flak gun. Just this alone will trigger the guys to spawn and jump on the gun.

4. Script. This is the easy part...

You got to add this line before the load::main();

maps\_flak88::main("xmodel/german_artillery_flak88_nm");

I'm using the model xmodel/german_artillery_flak88_nm, but the other option is xmodel/german_artillery_flak88



main()
{
maps\_flak88::main("xmodel/german_artillery_flak88_nm");
maps\_load::main();

level.player takeallweapons ();
level.player giveWeapon("m1garand");
level.player giveWeapon("thompson");
level.player giveWeapon("fraggrenade");
level.player giveWeapon("smoke_grenade_american");
}

And there you have it.
Share |
rkm11
General Member
Since: Jan 26, 2005
Posts: 196
Last: Aug 20, 2010
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Wednesday, Sep. 13, 2006 04:57 am
Hold on, we are working on a possible script_origin and the air value for the flak type. But this tut will work. Just don't post it yet.

Ryan [drink]
Share |
rkm11
General Member
Since: Jan 26, 2005
Posts: 196
Last: Aug 20, 2010
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Friday, Sep. 15, 2006 02:32 pm
Nevermind, I couldn't get it to work.

This tutorial is finished (sorry for the other posts, this tut has been confirmed to work though).
Share |
All-Killer
General Member
Since: May 26, 2006
Posts: 140
Last: Nov 23, 2008
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Monday, Jan. 8, 2007 12:20 pm
i have a question:

I followed it and it works but i have one question: how can i make the flak just shoot to an direction, so not on an enemy, myself ore a tank.
Share |
rkm11
General Member
Since: Jan 26, 2005
Posts: 196
Last: Aug 20, 2010
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Monday, Jan. 8, 2007 06:39 pm
Connect script_origins to them, that makes them shoot at the script origin.

Also make SURE that script_shootai and script_shoottanks are BOTH 0 and I have mine set to script_flaktype tank.

And if you havent, try a script_accuracy (percentage of 100%)

Get back to me either way, thanks!
Share |
All-Killer
General Member
Since: May 26, 2006
Posts: 140
Last: Nov 23, 2008
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Tuesday, Jan. 9, 2007 06:31 am
So:

Grab an script origin and position it where to shoot to
then link the flak to the script_origin and its done?
Share |
rkm11
General Member
Since: Jan 26, 2005
Posts: 196
Last: Aug 20, 2010
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Tuesday, Jan. 9, 2007 02:18 pm
Yup,

Did it work?
Share |
Snake-nl
General Member
Since: May 30, 2004
Posts: 394
Last: Jan 22, 2011
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Tuesday, Jan. 9, 2007 03:42 pm
not here [ohwell]
Share |
All-Killer
General Member
Since: May 26, 2006
Posts: 140
Last: Nov 23, 2008
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Wednesday, Jan. 10, 2007 02:45 am
Doenst work for me. Any other idea's?
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty 2 : CoD2 SP 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

»