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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: collision map for mp
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Saturday, Jan. 20, 2007 07:42 pm
by the way: exporter plugins for maya 7 (and older), 3ds max, ...

http://www.quest3d.com/index.php?id=102

(microsoft x-format file exporter should work for cod2 xmodels)
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Leal
General Member
Since: Feb 5, 2010
Posts: 196
Last: Aug 18, 2013
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Level 4
Category: CoD2 Scripting
Posted: Sunday, Nov. 28, 2010 06:35 pm
BloodySoldier writes...
Quote:
ok in order to get ut clips moving along with ur vehicle u select all the clips for the vehicle and make them a script_brushmodel give them a targetname of tankclip or w/e. then in ur .gsc u must tell the game to move the clips along with ur vehicle.

PS this script i have not tested and u must rename parts of it so it would fit ur vehicle or w/e ur using. and this script uses a trigger.

example script:

Code:
//created by |ZERO|BloodySoldier in 5 minutes
main()
{
maps\mp\_load::main();

thread tankmove();
}

tankmove()
{
tank = getent("tankmove","targetname");
tankclip = getent("tankclip","targetname");
trig = getent("tanktrig","targetname");
{
trig waittil("trigger");
tank movex(200,10);
tankclip movex(200,10);
tank waittil("movedone");
tankclip waittil("movedone");
}
}


tell me if it works and if u get an error post it and we can try to find out whats wrong. most likely i forgot a letter or sumthing


Okay the tankclip are brushes converted to scriptbrushes, but what is the tank? An other brushmodel or a xmodel or what? Because you cannot move xmodels so far I know.

Does anyone know?
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Sunday, Nov. 28, 2010 07:57 pm
script_model
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Leal
General Member
Since: Feb 5, 2010
Posts: 196
Last: Aug 18, 2013
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Level 4
Category: CoD2 Scripting
Posted: Sunday, Nov. 28, 2010 08:02 pm
And what is this?
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Sunday, Nov. 28, 2010 09:22 pm
You get two types of models, misc_models are static, you cant move them, this would be thing like trees for example. A script_model are similar, except you can use it in a script.
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Leal
General Member
Since: Feb 5, 2010
Posts: 196
Last: Aug 18, 2013
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Level 4
Category: CoD2 Scripting
Posted: Sunday, Nov. 28, 2010 09:40 pm
Oh wow, so I can move them like a brushmodel?

And do they load their corresponding collmap? I guess now, like they commented before in this topic, right?
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Sunday, Nov. 28, 2010 10:09 pm
The models will be non solid, as with any script model you use. I havn't read through this thread as its quite old, but you can easily attach a collision map (brushmodels) to it via script.
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Sunday, Nov. 28, 2010 10:15 pm
Mystic writes...
Quote:
The models will be non solid, as with any script model you use. I havn't read through this thread as its quite old, but you can easily attach a collision map (brushmodels) to it via script.


I could be wrong but i dont think this is possible - colliders (solid models) are only in since CODWAW.
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Leal
General Member
Since: Feb 5, 2010
Posts: 196
Last: Aug 18, 2013
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Sunday, Nov. 28, 2010 10:26 pm
Now I got it with the steps BloodySoldier said ^^:

http://www.xfire.com/video/3bd1d1/

BloodySoldier writes...
Quote:
ok in order to get ut clips moving along with ur vehicle u select all the clips for the vehicle and make them a script_brushmodel give them a targetname of tankclip or w/e. then in ur .gsc u must tell the game to move the clips along with ur vehicle.

PS this script i have not tested and u must rename parts of it so it would fit ur vehicle or w/e ur using. and this script uses a trigger.

example script:

Code:
//created by |ZERO|BloodySoldier in 5 minutes
main()
{
maps\mp\_load::main();

thread tankmove();
}

tankmove()
{
tank = getent("tankmove","targetname");
tankclip = getent("tankclip","targetname");
trig = getent("tanktrig","targetname");
{
trig waittil("trigger");
tank movex(200,10);
tankclip movex(200,10);
tank waittil("movedone");
tankclip waittil("movedone");
}
}


tell me if it works and if u get an error post it and we can try to find out whats wrong. most likely i forgot a letter or sumthing


Your last post was on April, so maybe you are inactive, but anyway, Thank you! ;)

And all the others who commented in this post, like the original person who asked, Thank you!

Nice forum btw xD.
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Monday, Nov. 29, 2010 10:06 am
zeroy writes...
Quote:
Mystic writes...
Quote:
The models will be non solid, as with any script model you use. I havn't read through this thread as its quite old, but you can easily attach a collision map (brushmodels) to it via script.


I could be wrong but i dont think this is possible - colliders (solid models) are only in since CODWAW.


Solid models where introduced in waw (might have even been cod4?) but you can attach a clip to a script_model, im not sure if you can attachto or have to move it with the model though.
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