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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: turret errors..
Vistrum
General Member
Since: Jan 2, 2007
Posts: 146
Last: Mar 12, 2010
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Wednesday, Jan. 3, 2007 08:07 am
Ok so i was looking through some custom maps and saw a custom-turret (dp28 as a turret)

I figured i might be able to make a Kar98_Scoped a turret, so i tried...

I created a new weapon file (kar98scoped_bipod_duck_mp)

and made it just like the mg42_bipod_duck_mp 's file editing just a few things (such as firetime, zoom, and weapon fire anims.. stuff like that)... on the radiant in the entity editing window i put these:

classname:misc_turret
model:xmodel/weapon_kar98scoped
origin:-816 2583 296
weaponinfo:kar98scoped_bipod_duck_mp

so..

now i load it ingame and the map loads perfectly... goto get on the turret, and i get this error

something about it cannot place player on turret due to tag_player does not exist.

and in the console it says something like "aborting placement of player on turret due to tag_aim does not exist"

any ideas on how i can fix this?
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Vistrum
General Member
Since: Jan 2, 2007
Posts: 146
Last: Mar 12, 2010
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Wednesday, Jan. 3, 2007 09:49 pm
umm.. can anyone help me???

if need be I will send all the files of my map (accept .map)
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KilLjoY
General Member
Since: Jul 13, 2004
Posts: 609
Last: Jan 24, 2009
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Level 6
MODSCON
Category: CoDUO Mapping
Posted: Wednesday, Jan. 3, 2007 11:34 pm
all guns that can be a turret (Mg42 , 30 cal , dp 28 ,...) have a tag built into the model which is associated with the basic turret script , if you could find the line where it calls for that tag and attaches the player to it you might be able to change it to some other tag which each gun has (not sure which one) and then you'd probly be able to make any gun into a turret ...

GreetZ killjoy
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Vistrum
General Member
Since: Jan 2, 2007
Posts: 146
Last: Mar 12, 2010
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Thursday, Jan. 4, 2007 11:29 pm
Where would i find that turret script?? I went thru all the pak.pk3 files for cod... cant find em :S
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Saturday, Jan. 6, 2007 01:10 pm
it's scripted into the engine I think. The tag itself is inside the xmodel.
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lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Saturday, Jan. 6, 2007 01:27 pm
Interesting idea.... Don't know if it will work. I'll look into it and see what I can come up with.
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Vistrum
General Member
Since: Jan 2, 2007
Posts: 146
Last: Mar 12, 2010
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Jan. 7, 2007 04:09 am
Alright. guess I'll have to look into the Xmodels for it.

I checked the Collmaps, and its not in those... so... How would you edit the Xmodel??

Ima try to figure it out myself but if u know already please, do tell :D
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lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Sunday, Jan. 7, 2007 12:44 pm
It looks like you may not be able to do it as a turret. You may have to do it using script and not allow the sniper rifle more than X far from something else or by only allowing it's use inside a trigger.

edited on Jan. 7, 2007 07:44 am by lauramaegan
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Vistrum
General Member
Since: Jan 2, 2007
Posts: 146
Last: Mar 12, 2010
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Jan. 8, 2007 01:07 am
yeah.. I couldnt figure anything out with editing the Xmodel...

Possibly use a trigger and a script? --would make a nice mod :P
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