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Forum: All Forums : Call of Duty 2
Category: CoD2 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Cod2 HQ
R4R44VIS
General Member
Since: Apr 22, 2005
Posts: 553
Last: Jul 24, 2008
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Level 6
Category: CoD2 General
Posted: Sunday, Jan. 7, 2007 02:42 pm
Well it worked fine in my last 2 maps, without any problems.
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custard
General Member
Since: Jul 4, 2006
Posts: 252
Last: Sep 11, 2009
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Level 5
Category: CoD2 General
Posted: Sunday, Jan. 7, 2007 11:30 pm
ok 1st of all IDK wot The F*** i am doing all i want is HQ could u please fix my HQ script thx
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DadofAzz
General Member
Since: May 24, 2005
Posts: 1233
Last: Oct 17, 2009
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Level 8
MODSCON
Category: CoD2 General
Posted: Monday, Jan. 8, 2007 02:46 am
Custard, I am going to try and help you with your hq problem but first I would like to ask you would you please curb your foul language in your post? It doesnt matter how you write it the meaning is understood and frankly its not called for.

Now as Caretaker kindly pointed out you have errors in your script with regards to the numbering of the radio spawns! This could stop it from working correctly. You havent given us any feedback as to whether you have corrected this or not. Also as Caretaker points out its not much help simply stating that "it doesnt work" What doesnt work? is the game starting your map in hq? Are you able to run around your map in hq?

If you corrected your script and as you put it "it doesnt work" you are aware are you not? that hq cannot be tested on one computer. To test headquarters you need at least two players and therefore at least two computers! If you are fortunate enough to have more than one computer connected on a LAN (local area network) then you can test on them even by moving one player on one and moving to the other computer to move the other player.
Or you need to arrange with someone and set up an internet server, make in IWD of your map and test it that way. If you dont want any uninvited guests joining you would need to password the server.
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD2 General
Posted: Monday, Jan. 8, 2007 03:26 am
and you can also add them into your .map file - it is a whole heck of alot easier than adding them into the gsc - and people can't mess with their position afterwards...

simply add a script model (radio) into your map with the targetname of hq

[angryalien]
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custard
General Member
Since: Jul 4, 2006
Posts: 252
Last: Sep 11, 2009
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Level 5
Category: CoD2 General
Posted: Friday, Jan. 12, 2007 11:10 pm
ok yes i am aware of that you need more then 1 person i have 30 ppl playing and it still dont work well ill try 2 figure it out i dont understand what you guys mean thank you anyway
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custard
General Member
Since: Jul 4, 2006
Posts: 252
Last: Sep 11, 2009
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Level 5
Category: CoD2 General
Posted: Friday, Jan. 12, 2007 11:19 pm
Rasta here is my .gsc


main() {
maps\mp\_load::main();

game["allies"] = "russian";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
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[1] = spawn("script_model", (-240,-8,200));
level.radio[1].angles = (0,1,0);
level.radio[2] = spawn("script_model", (312,-32,-56));
level.radio[2].angles = (0,312,0);
level.radio[3] = spawn("script_model", (760,328,-112));
level.radio[3].angles = (0,57,0);
level.radio[4] = spawn("script_model", (1376,-1432,-208));
level.radio[4].angles = (0,1,0);
level.radio[5] = spawn("script_model", (-944,-48,8));
level.radio[5].angles = (0,312,0);


}
}
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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 General
Posted: Friday, Jan. 12, 2007 11:29 pm
Ok buddy, i'll try to explain the script first so you may see any problems yourself if i miss anything:

Quote:
if(getcvar("g_gametype") == "hq")


So if the server has set the gametype to 'hq' the follow script will be run.

Quote:
level.radio[0] = spawn("script_model", (X,Y,Z));


Ok so the script then spawns a script_model at the coordinates you write in the X, Y and Z.

Quote:
level.radio[0].angles = (0,0,0);


Once the radio has been spawned you can then change the angle it appears at...

So the script will pick a radio at random. So as long as you have more than one player i can't see a problem. When you start the server you could try this. Start a listen server and do ''/map mapname'' in your console. When the game starts then type ''/g_gametype hq'' into the console. Restart with /map_restart and try to see if it works now.
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FightingHellfish
General Member
Since: Apr 24, 2006
Posts: 12
Last: Jan 27, 2007
[view latest posts]
Level 1
Category: CoD2 General
Posted: Saturday, Jan. 27, 2007 03:16 am
Thanks for the info guys, saved me asking the same stupid question, especially "the Stryder Method" , it almost sounds too good to be true.. no "look at" or "trigger" textures.[duh] Which Radio script model do you use?

Also, I was wondering how I can "publish" my map(s) here. I have the first level of upgraded membership, but the Daytime map is 10,359 kb and the night time map is 9,605 kb w/o the small addition of hq. Both are in excess of my project limit.




edited on Jan. 26, 2007 10:37 pm by FightingHellfish
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