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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
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Author Topic: [Tutorial] Flak88 in Single Player
rkm11
General Member
Since: Jan 26, 2005
Posts: 196
Last: Aug 21, 2010
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Tuesday, Sep. 12, 2006 01:35 am
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
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rkm11
General Member
Since: Jan 26, 2005
Posts: 196
Last: Aug 21, 2010
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Tuesday, Sep. 12, 2006 09:52 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.
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rkm11
General Member
Since: Jan 26, 2005
Posts: 196
Last: Aug 21, 2010
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Wednesday, Sep. 13, 2006 11:57 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]
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rkm11
General Member
Since: Jan 26, 2005
Posts: 196
Last: Aug 21, 2010
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Friday, Sep. 15, 2006 09:32 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).
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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 07:20 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.
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rkm11
General Member
Since: Jan 26, 2005
Posts: 196
Last: Aug 21, 2010
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Tuesday, Jan. 9, 2007 01:39 am
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!
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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 01:31 pm
So:

Grab an script origin and position it where to shoot to
then link the flak to the script_origin and its done?
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rkm11
General Member
Since: Jan 26, 2005
Posts: 196
Last: Aug 21, 2010
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Tuesday, Jan. 9, 2007 09:18 pm
Yup,

Did it work?
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Snake-nl
General Member
Since: May 30, 2004
Posts: 394
Last: Jan 23, 2011
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Tuesday, Jan. 9, 2007 10:42 pm
not here [ohwell]
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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 09:45 am
Doenst work for me. Any other idea's?
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