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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Please could u guys help me.
Gman_2004
General Member
Since: Jun 19, 2004
Posts: 8
Last: Jul 15, 2004
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Level 0
Category: CoD Mapping
Posted: Monday, Jun. 21, 2004 12:02 am
Could u guys help me on my mapping. I played the map called Gun Assult and it got a mortar in it and u can use the mortar. i just want to know how u put mortar in your maps and make it useable.
thanks
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StrYdeR
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Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Category: CoD Mapping
Posted: Monday, Jun. 21, 2004 12:25 am
you dont actuyally get to use the mortar like in moh where you can aim it

what i believe they have done is script in a trigger_use to the mortar model, and add the firing effect

then a wait and a mortar explosion effect in the map at the predefined location

your explosion will always be at the same location

[angryalien]
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Gman_2004
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Since: Jun 19, 2004
Posts: 8
Last: Jul 15, 2004
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Level 0
Category: CoD Mapping
Posted: Monday, Jun. 21, 2004 08:05 am
that is strange because the explosion pattern changes every time. Is on the map call gun assult. Maybe u guys should check it out. Is really cool. Is that one mortar by the bunkers.
I got no idea how he or she or they did that.
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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: CoD Mapping
Posted: Monday, Jun. 21, 2004 12:34 pm
it could be set to a random pattern - or a random pattern of multiple points - but you still dont get to aim it [angryalien]
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Gman_2004
General Member
Since: Jun 19, 2004
Posts: 8
Last: Jul 15, 2004
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Level 0
Category: CoD Mapping
Posted: Tuesday, Jun. 22, 2004 01:37 am
ok thanks. But do u know how to make mortar fire like smoke comming out when u press the use bottom.
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Engineer
General Member
Since: Feb 6, 2004
Posts: 78
Last: Oct 7, 2004
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Level 3
Category: CoD Mapping
Posted: Tuesday, Jun. 22, 2004 02:21 am
I haven't done any firable mortars. However the ingredients I imagine would be...

1) A trigger brush set as a trigger_use entity.
2) An FX that simulates sudden rising smoke (with a script exploder possibly).
3) Scripting that would wait until the trigger was activated, and then generate the smoke effect at the point of origin (or activate the FX).

Stuff to look at...

1) Take a look at the Ziegle map by Shotgun

Ziegle map

Open the PK3 file. It has an incredible number of script files in it. You should be able to figure out a lot about scripting from them.

2) Take a look at Search & Destroy tutorials (like Wyatt's). It has stuff covering FXs and script exploders

3) Take a look at the gun assault map; open its PK3. It's got the mortar script.

P.S.

I just looked at it. I think the author forgot to add a lot of comments (of course I do that too sometimes). However, it's not too bad to follow. You should be able to understand it (provided you know C++ which is another topic).

4) Combine what you learn in 1), 2) and 3) to create your "usable" mortar.

It's important that you look at other maps BESIDES the gun assault map. There are many ways of doing things with scripting, some good... some bad. There are SD maps that work on Windows servers, but will crash Linux ones. Make sure you get as much information as possible before you replicate what somebody did because there may be a more efficient way.

Hope that helps
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StrYdeR
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Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Category: CoD Mapping
Posted: Tuesday, Jun. 22, 2004 02:27 am
simple really -

make your trigger brush a trigger_use

give it targetname of mortarfire (or whatever you want to call it)

add a script_model "fx"

give your fx targetname of mortareffect (or whatever you want to call it)

add an origin brush (direction of the fx)

select the fx - then the origin and press control K (to link them)

now edit your gsc to include:

//Put this under main before any game settings
// Precache the explosion effect
level._effect["mortareffect"] = loadfx ("whateverfxyouchoose.efx");

// Put this after your game settings - but before you close the first set of curly brackets
level firemortar ();

// Then add this after you close your first curly bracket
firemortar ()
{
trigger = getent ("mortarfire","targetname");
trigger waittill ("trigger",other);
playfx (level._effect ["mortareffect"]);
}


this might only trigger once - but that is easy to fix too - but im short on time tonight - but it gets you going [angryalien]
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