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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
custard
General Member
Since: Jul 4, 2006
Posts: 252
Last: Sep 11, 2009
[view latest posts]
Level 5
Category: CoD2 General
Posted: Thursday, Jan. 4, 2007 11:04 pm
sup all

i was working on Vatline for my server and then my clan members wanted a small map for zombies so i decided to go ahead and make it is is really Great lots of ppl beg to play it but i have every game mod there is but 1 the most game mode we play is HQ and i do not know evan where to start could you guys plz help thx
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custard
General Member
Since: Jul 4, 2006
Posts: 252
Last: Sep 11, 2009
[view latest posts]
Level 5
Category: CoD2 General
Posted: Friday, Jan. 5, 2007 10:24 pm
um don't people know how if you don't you could always just tell me
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sso
General Member
Since: Aug 24, 2006
Posts: 190
Last: Dec 17, 2010
[view latest posts]
Level 4
Category: CoD2 General
Posted: Friday, Jan. 5, 2007 10:31 pm
u rin cod2 single player. maybe start this in multi, seems like people check there more than here.

just a suggestion
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 General
Posted: Saturday, Jan. 6, 2007 01:26 pm
From the hq script:

Level requirements
------------------
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
General Member
Since: Jul 4, 2006
Posts: 252
Last: Sep 11, 2009
[view latest posts]
Level 5
Category: CoD2 General
Posted: Saturday, Jan. 6, 2007 11:55 pm
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
General Member
Since: Jul 4, 2006
Posts: 252
Last: Sep 11, 2009
[view latest posts]
Level 5
Category: CoD2 General
Posted: Sunday, Jan. 7, 2007 01:22 am
Can some1 please help me i wanna get this map up on the site and i jsut need 2 do HQ
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custard
General Member
Since: Jul 4, 2006
Posts: 252
Last: Sep 11, 2009
[view latest posts]
Level 5
Category: CoD2 General
Posted: Sunday, Jan. 7, 2007 02:04 am
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]
Level 10
Category: CoD2 General
Posted: Sunday, Jan. 7, 2007 01:58 pm
why are you spawning two level.radio[0]'s, level.radio[1]'s, and level.radio[2]'s.
Alsom your german soldiertype isn't in the CoD2 HQ list. ( german_soldiertype normandy, africa, winterlight, winterdark)

The text I pasted tells you what you need to make a map fit for HQ:

tdm spawns
a gobal intermission
and your scripts.

"it doesn't work" is a bit vague. What doesn't work? your HQ script? teams?
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R4R44VIS
General Member
Since: Apr 22, 2005
Posts: 553
Last: Jul 24, 2008
[view latest posts]
Level 6
Category: CoD2 General
Posted: Sunday, Jan. 7, 2007 02:09 pm
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.
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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 General
Posted: Sunday, Jan. 7, 2007 02:31 pm
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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