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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: stuka bombing run
Dogmatic
General Member
Since: Aug 5, 2004
Posts: 33
Last: Sep 29, 2006
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Level 2
Category: CoD2 MP Mapping
Posted: Tuesday, Sep. 26, 2006 04:38 am
I know how to move stukas in game with a flight path, but how would i manage to simulate a bombing run? I figured I could just use mortar effects and time it just right with the planes flying over but I'm not sure how. Any help is appreciated.
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Dogmatic
General Member
Since: Aug 5, 2004
Posts: 33
Last: Sep 29, 2006
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Wednesday, Sep. 27, 2006 08:40 am
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Saureco
General Member
Since: Aug 12, 2006
Posts: 254
Last: Mar 19, 2008
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Level 5
Category: CoD2 MP Mapping
Posted: Wednesday, Sep. 27, 2006 10:27 pm
I've thought of a similar project, so here is what I would do:

1. You need to create a Stuka and put it in a far off starting location, but within the map's skybox.

2. You need to create a sound entity that moves with the Stuka. Have it also start from the Stuka's start location.

3. You'll need to import a Stuka bomb model, but where it starts is up to you. Its position will be moved around quite a bit.

4. Next, you'll need to code the movements of the Stuka, the Stuka's sound, and the bomb's movement. For added effect, you'll also have to code the FX for the explosion, the explosion's sound, and the damage that it could induce to a player. Keep in mind that all this has to be timed together to be believeable.

Process #1:

Make the Stuka and its sound fly in on some vector (approach angle).

Process #2:

Make the Stuka keep flying away, or turn in another direction (especially if it's dive-bombing).
Make the bomb appear to be falling out of the sky toward the target zone.

Process #3:

Make the bomb disappear under the terrain and the blast effects take place. This consists of a blast animation FX, blast sound, and trigger hurt/kill to any player within the blast range.

Process #4:

Make the Stuka, sound, and bomb all return to their start positions.

Good luck. [wink]
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