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Topic: Cod2 HQ |
custard |
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General Member Since: Jul 4, 2006 Posts: 252 Last: Sep 11, 2009 [view latest posts] |
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custard |
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General Member Since: Jul 4, 2006 Posts: 252 Last: Sep 11, 2009 [view latest posts] |
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The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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Category: CoD2 General Posted: Saturday, Jan. 6, 2007 01:26 pm |
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From the hq script:
Level requirements
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Spawnpoints:
classname mp_tdm_spawn
All players spawn from these. The spawnpoint chosen is dependent on the current locations of teammates and enemies
at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.
Spectator Spawnpoints:
classname mp_global_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.
Level script requirements
-------------------------
Team Definitions:
game["allies"] = "american";
game["axis"] = "german";
This sets the nationalities of the teams. Allies can be american, british, or russian. Axis can be german.
If using minefields or exploders:
maps\mp\_load::main();
Radio Position information:
To add radios to your map add a section to your level script similar to the one below. To get the origin and angles
values easily it is recommended that you temporarily place radio models in your level and copy the origin and angles
values to your script. The reason these are in script and not the level itself is so radio positions can easily be
changed if needed. See the official level scripts for more examples.
if(getcvar("g_gametype") == "hq")
{
level.radio = [];
level.radio[0] = spawn("script_model", (174, -310, 16));
level.radio[0].angles = (0, 57, 0);
level.radio[1] = spawn("script_model", (-31, -32, 16));
level.radio[1].angles = (0, 1, 0);
level.radio[2] = spawn("script_model", (-299, -277, 16));
level.radio[2].angles = (0, 312, 0);
}
Optional level script settings
------------------------------
Soldier Type and Variation:
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
This sets what character models are used for each nationality on a particular map.
Valid settings:
american_soldiertype normandy
british_soldiertype normandy, africa
russian_soldiertype coats, padded
german_soldiertype normandy, africa, winterlight, winterdark |
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custard |
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General Member Since: Jul 4, 2006 Posts: 252 Last: Sep 11, 2009 [view latest posts] |
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Category: CoD2 General Posted: Saturday, Jan. 6, 2007 11:55 pm |
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Caretaker i am very thankful about ur help but i dont understand Sh!t
this is my gsc
main() {
maps\mp\_load::main();
game["allies"] = "british";
game["axis"] = "german";
game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "fallschirmjagercamo";
game["german_soldiervariation"] = "normal";
if(getcvar("g_gametype") == "hq")
{
level.radio = [];
level.radio[0] = spawn("script_model", (-1008,1280,-200));
level.radio[0].angles = (0,57,0);
level.radio[0] = spawn("script_model", (-240,-8,200));
level.radio[0].angles = (0,1,0);
level.radio[1] = spawn("script_model", (312,-32,-56));
level.radio[1].angles = (0,312,0);
level.radio[1] = spawn("script_model", (760,328,-112));
level.radio[1].angles = (0,57,0);
level.radio[2] = spawn("script_model", (1376,-1432,-208));
level.radio[2].angles = (0,1,0);
level.radio[2] = spawn("script_model", (-944,-48,8));
level.radio[2].angles = (0,312,0);
}
}
is this right or do i need to change it? |
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custard |
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General Member Since: Jul 4, 2006 Posts: 252 Last: Sep 11, 2009 [view latest posts] |
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custard |
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General Member Since: Jul 4, 2006 Posts: 252 Last: Sep 11, 2009 [view latest posts] |
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Category: CoD2 General Posted: Sunday, Jan. 7, 2007 02:04 am |
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sorry guys this is my new Gsc the other 1 dont work
main() {
maps\mp\_load::main();
game["allies"] = "russian";
game["axis"] = "german";
game["russian_soldiertype"] = "coats";
game["german_soldiertype"] = "winterdark";
if(getcvar("g_gametype") == "hq")
{
level.radio = [];
level.radio[0] = spawn("script_model", (-1008,1280,-200));
level.radio[0].angles = (0,57,0);
level.radio[0] = spawn("script_model", (-240,-8,200));
level.radio[0].angles = (0,1,0);
level.radio[1] = spawn("script_model", (312,-32,-56));
level.radio[1].angles = (0,312,0);
level.radio[1] = spawn("script_model", (760,328,-112));
level.radio[1].angles = (0,57,0);
level.radio[2] = spawn("script_model", (1376,-1432,-208));
level.radio[2].angles = (0,1,0);
level.radio[2] = spawn("script_model", (-944,-48,8));
level.radio[2].angles = (0,312,0);
}
} |
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The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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R4R44VIS |
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General Member Since: Apr 22, 2005 Posts: 553 Last: Jul 24, 2008 [view latest posts] |
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Mystic |
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General Member Since: Apr 10, 2004 Posts: 6147 Last: Apr 15, 2018 [view latest posts] |
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Category: CoD2 General Posted: Sunday, Jan. 7, 2007 02:31 pm |
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E3|Raraavis writes...Quote: Have you tried adding the HQ models/eneties to your map?
I found it took like 5 mins to do a map, and is alot easier then editing your .gsc to do it, avoids any spelling mistakes aswell. Add having to edit the .gsc again if you find a radio is off the ground.
Look for the tut on adding HQ gametype in CoD, is exactly the same for CoD2.
Are you sure about this? To my knowledge you must have HQ added through script in CoD2, unless you create the script to hanle the radios. |
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