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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Russian V British.
{GITS}Cleaner
General Member
Since: May 23, 2006
Posts: 778
Last: Apr 23, 2011
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Friday, Feb. 23, 2007 10:22 am
Somone has asked me if the players in a new map I'm working on could be Russian V British, or, Russian V American. Is this possible? at the moment I'm just using a basic gsc file.

Code:

main() 
{
	maps\mp\mp_western_fx::main();
	maps\mp\_load::main();
       	
//set background ambient noise
//ambientPlay("ambient_mp_western");

	game["allies"] = "russian";
	game["axis"] = "british";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["russian_soldiertype"] = "normandy";
	game["british_soldiertype"] = "normandy";


	setcvar("r_glowbloomintensity0","1");
	setcvar("r_glowbloomintensity1","1");
	setcvar("r_glowskybleedintensity0",".25");

}


By the way, the map is based on an a wild west town, pitty I couldn't have it so it was Cowboys verses Indians, skins that is[wink]
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KillerKlown75
General Member
Since: Sep 27, 2006
Posts: 39
Last: Jan 31, 2008
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Level 2
Category: CoD2 MP Mapping
Posted: Friday, Feb. 23, 2007 12:00 pm
I don't think it's possible to have British vs Russian.
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OLD_MAN_WITH_GUN
General Member
Since: May 13, 2006
Posts: 754
Last: Jan 23, 2010
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Friday, Feb. 23, 2007 12:36 pm
Tally's Allied vs. Allied Mod
http://www.iwnation.com/Forums/index.php?showtopic=24968
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{GITS}Cleaner
General Member
Since: May 23, 2006
Posts: 778
Last: Apr 23, 2011
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Friday, Feb. 23, 2007 01:13 pm
Thanks for the replies, how would Tally's mod help me? by looking at the scripts?
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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 MP Mapping
Posted: Friday, Feb. 23, 2007 04:46 pm
the server will have to run the mod. That will allow you to play russian vs. brits. As far as I know there is no other way.
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{GITS}Cleaner
General Member
Since: May 23, 2006
Posts: 778
Last: Apr 23, 2011
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Friday, Feb. 23, 2007 04:55 pm
Thanks Caretaker, I'm running a customized version of the Extreme Mod at the moment, don't want to change it.
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Filbert
General Member
Since: Jan 24, 2005
Posts: 869
Last: Oct 21, 2009
[view latest posts]
Level 7
MODSCON
Category: CoD2 MP Mapping
Posted: Friday, Feb. 23, 2007 05:39 pm
In iw_06\ui_mp\scriptmenus there are files named "team_britishgerman.menu", "team_russiangerman.menu", etc. Just open a copy of one of them up and replace all the german stuff with russian or british and you'll have an extremely simple mod that you should be able to include with your map without causing any problems.

Of course there are some files in maps\mp\gametypes folders that would need modified in order for everything to work perfectly, since either the russians or british would need to be added to the "game["axis"]" switches. But they should basically work without that.
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Jimbeau
General Member
Since: Jan 27, 2007
Posts: 95
Last: Jul 24, 2007
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Friday, Feb. 23, 2007 06:51 pm
There was an "Outlaws" mod for Halflife that had old west
characters. Dunno if you could run them down or not. Heck,
the mod might still be available. Might be worth 30
minutes or so of research.
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Friday, Feb. 23, 2007 08:59 pm
why dont you just put allies vs allies
there should'nt be conflict as they are both allies in the game scripts and differnt weapon's ?
give it shot sometime
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Filbert
General Member
Since: Jan 24, 2005
Posts: 869
Last: Oct 21, 2009
[view latest posts]
Level 7
MODSCON
Category: CoD2 MP Mapping
Posted: Friday, Feb. 23, 2007 09:56 pm
I haven't looked at Tally's mod, but when I did the same thing for a different mod the _friendicons.gsc, _hud_playerscore.gsc, _hud_teamscore.gsc, _quickmessages.gsc, _scoreboard.gsc, _teams.gsc, _weapons.gsc, hq.gsc, and sd.gsc files were all changed and any one could create a problem.

Upon taking a look at Tally's mod, it does the same thing. Plus there's more to it. You can give it a shot, but chances of a conflict increase the larger the mod is.

edited on Feb. 23, 2007 04:59 pm by Filbert
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