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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: 2 problems/questions
Dragon
General Member
Since: Aug 2, 2004
Posts: 413
Last: May 29, 2009
[view latest posts]
Level 5
MODSCON
Category: CoD Mapping
Posted: Sunday, Aug. 22, 2004 07:51 am
Hello there people, don't think I stopped or anything, everything just went smoothly, thats all!

Problem: I have used this prefab and once I unselected it, the walls (brushes) are not there anymore! Here comes the unlucky part: Without even knowing it, those walls are still there, without me seeing it through the editor, but once I tested the map, POOF! it's there! right in the middle of a hallway I've spend many minutes on! I want it deleted!

Question: I'm making a single player map as you might of noticed before, but I don't really know how to make a start point.. sure, I found the info > player_start, but I get no options of either what model the player would be, or what gun(s) it begins with! How can I figure this out?
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Dragon
General Member
Since: Aug 2, 2004
Posts: 413
Last: May 29, 2009
[view latest posts]
Level 5
MODSCON
Category: CoD Mapping
Posted: Sunday, Aug. 22, 2004 12:22 pm
Hey~
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SPY
General Member
Since: May 9, 2003
Posts: 905
Last: Sep 3, 2009
[view latest posts]
Level 7
Category: CoD Mapping
Posted: Sunday, Aug. 22, 2004 12:41 pm
first,
good to hear you're making a SP!!!!
the more sp-mappers the better, i never understand why everybody always wants to map mp, when you can make sutch nice sp maps.
that said, i think that the option of what kind of player you are with the normal player_start is zero. maybe you can change it, but that has to be done for sure with a lot of scripting. for now you're just the same as the caracter of the original sp maps.
about the weapons you have as a player_start, that can be changed into what ever you like. again, this is done with scripting. you can choose for the option of no weapons at all, (so you have to find one, like in my first sp-mappack that is) or you can give it a script like this so it gets the normal weapons;

main()
{
// setExpFog(0.00025, 0.6484, 0.6484, 0.6015, 0);
maps\_load::main();
maps\training_anim::main();

// Do this at the beginning of all your levels, sets up all the global scripts.

// Sound

level.ambient_track ["exterior"] = "ambient_dawnville";
level.ambient_track ["interior"] = "ambient_dawnville_int";

}


for you're enlevator problem, i'm not sure what that problem could be. what i would do when i was you is this; take the original prefab map again, deleate all the walls that you want to deleate. test this map now first! give it a player_start and a (sky)box, adn test it. when you don't see the walls, than place it into your sp-map. maybe the prefab is a mp example map, and is that the problem. i'm not sure, but in my sof2 sp-mapping days i had that problem that i couldn't use mp example things in sp-maps.


succes,
leon

(look here when you want to play my sp-mappack, called leoncod1, all the scipting is done by baltic.forever!;)

http://callofduty.filefront.com/files/Call_of_Duty/Maps/Single_Player;4113
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Dragon
General Member
Since: Aug 2, 2004
Posts: 413
Last: May 29, 2009
[view latest posts]
Level 5
MODSCON
Category: CoD Mapping
Posted: Sunday, Aug. 22, 2004 03:06 pm
Thanks, but for some weird reason the walls and stuff showed up again in the editor, so everything is A-OK again!

Anyway, a bunch of problems have come in my way, unluckily.
No compile problems though, don't worry!

But when I try to test my map, I put in /devmap sp_manor (my map).

After, something keeps spamming into my console like connectpaths or something? I have no idea. Also, I don't know how to get the .gsc working. How can I start a map with the scripts of the .gsc! I can only just put the .bsp file in my /main/maps folder, and it runs the .bsp, but no .gsc, as they are not connected.. But I still get no weapons, I also putted in a mp40 ..somewhere, but it won't show up. So now I can't check the rest of my map to see if it works as I can't get through the gaurds. No, I will not delete them.. ..help!
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rakekniven
General Member
Since: Jul 2, 2004
Posts: 439
Last: Aug 11, 2009
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Sunday, Aug. 22, 2004 03:34 pm
I had a simular thing happen when I loaded a prefab I had made. I loaded it, the turned it sideways and then even tilted it to make it fit where I wanted. After compiling it showed on the map, but never showed in the radiant creator again..It all worked out in the end, but keep in mind,my prefab changed shape a little bit every time I compiled it..Its like the compiler is trying to make it fit in its original position.
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Dragon
General Member
Since: Aug 2, 2004
Posts: 413
Last: May 29, 2009
[view latest posts]
Level 5
MODSCON
Category: CoD Mapping
Posted: Sunday, Aug. 22, 2004 04:31 pm
That's cool, but that still does'nt solve my case!
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Dragon
General Member
Since: Aug 2, 2004
Posts: 413
Last: May 29, 2009
[view latest posts]
Level 5
MODSCON
Category: CoD Mapping
Posted: Monday, Aug. 23, 2004 06:36 am
hey! help!!
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Monday, Aug. 23, 2004 11:29 am
what exactly is your problem tank?
[angryalien]
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Dragon
General Member
Since: Aug 2, 2004
Posts: 413
Last: May 29, 2009
[view latest posts]
Level 5
MODSCON
Category: CoD Mapping
Posted: Monday, Aug. 23, 2004 11:42 am
How to make the .gsc work in SP and how to connectpaths?
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TTTC
General Member
Since: Feb 8, 2004
Posts: 212
Last: Jun 11, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Monday, Aug. 23, 2004 11:51 am
How to connect:
1) Select the things you want to connect
2) Press Ctrl+K
If you hear a Peep sounds just press Esc and try it again

How to create an .gsc
1) Just make the .gsc

How to fix the brush(es) that you dont see in CoD Radiant
1) Go to VIEW in the top
2) Go to Show
3) Mark everything you want to be shown

Hope that helps [pimp]
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