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Forum: All Forums : Call of Duty 2
Category: CoD2 Map + Mod Releases
Release announcements of custom maps and mods and other content related to Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: [release] Road Junction V1
Screwtape566
General Member
Since: Jun 28, 2006
Posts: 33
Last: Sep 8, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Friday, Apr. 27, 2007 08:40 am
wsa.miller writes...
Quote:
Wow, very great map!, I like it !

I have a question for you, I want make rain in my map, but the water crosses the roofs [mad]
How did you, for solve this problem?

thanks[thumbs_up]


Without knowing what your rain code looks like, that's kind of hard to say. But if you are using something like Rasta's rain code the problem is you are not starting the rain effect high enough over the player so that it rains inside buildings. I had that problem with Rasta's rain code initially but modified it to take a map height variable and to use different "trace" from the sky to the player. The combination worked to correct the issue without reducing the rain effect overall. I can quote some of the code I used if you would like.
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wsa.miller
General Member
Since: May 26, 2006
Posts: 51
Last: Oct 25, 2007
[view latest posts]
Level 3
Category: CoD2 Map + Mod Releases
Posted: Saturday, Apr. 28, 2007 08:52 pm
Please[thumbs_up], thanks
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Screwtape566
General Member
Since: Jun 28, 2006
Posts: 33
Last: Sep 8, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Monday, Apr. 30, 2007 12:18 pm
Here you go. This is a very simplified version of the script I used. I've tested it and it works, but you may need to tweak it to suit your specific needs. (credit goes to Rasta for his original idea)

Code:

main() 
{
 // .. usual code ...
  level.mapheight = 450;
  level thread cod2_rain();

}
cod2_rain() 
{    
  level.rain = loadfx ("fx/misc/rain_light.efx"); 
  while(1) 
  {
    players = getentarray("player", "classname");        
    if (players.size > 0)  {
      for(i = 0; i < players.size; i++) {
        player = players[i];
        if(isAlive(player)) {
          start = player.origin+(0,0,level.mapheight);
          pos = physicstrace(start,start+(0,0,-1*level.mapheight));                
          playfx(level.rain,pos+(0,0,level.mapheight));
          wait 0.05;
        }
      }                    
    }
    wait 0.05;
  }
}


edited on Apr. 30, 2007 08:19 am by Screwtape566

edited on Apr. 30, 2007 08:20 am by Screwtape566
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Screwtape566
General Member
Since: Jun 28, 2006
Posts: 33
Last: Sep 8, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Friday, May. 4, 2007 12:49 pm
Well, I've posted another version (2.1b) with the following changes:

Changes from V1.0
1. The map file is now mp_bits2 to distinguish it from version 1.
2. recompiled at a tweaklight ambient of 0.1 to make it Punkbuster friendly.
3. added voiceovers warning players of impending bombardments, when arty is unavailable, and alerting players in mortar pit when spotting has occurred.
4. Fixed arena file (doh!)
5. Weather effects (delays increased three-fold, greatly reducing frequency)
6. Three shot arty bombardment with spotting.
7. Extra cover for allies (trees, buildings, and vehicles)
8. Ladders fixed.
9. HQ mode fixed.

beta features:
cvars are available, though I no idea how to test them (newbie syndrome) for turning off weather, arty bombardment and user mortars. Cvars are as follows:
1. noweather (set to 1 to disable weather effects)
2. noarty (set to 1 to disable random artillery)
3. nomortars (set to 1 to disable user directed mortars on map)

The map can be downloaded here:
user_mp_bitsV2b.iwd (10.05 MB)

Side note:
I don't plan any further work on this map except to fix issues that inhibit gameplay. If you have suggestions for added features or changes please feel free to do so, I really do appreciate it, but for now I'd like to move on to something else. So whatever you relay to me will be read and taken under advisement, but probably not implemented in this map, though perhaps in some future endeavor.
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Screwtape566
General Member
Since: Jun 28, 2006
Posts: 33
Last: Sep 8, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Thursday, May. 17, 2007 09:23 am
As I may have mentioned previously, I was only going to release an update to Road Junction if there were gameplay issues to resolve. And indeed, that is what I have done. Here is what has changed


  1. Corrected the long-standing issue with the HQ mode so that it now works as it should.
  2. Mortar rounds increased to 40.
  3. Corrected a couple of map issues, missing light entity in church and exposed caulk in the floor of a house.
  4. Fixed the suicide issue with the artillery/mortar strikes. Now when you die from a random strike, you should not have your score deducted. Likewise, if you kill someone with arty/mortars you will now get credit for it. If you are behind cover, but close to a strike you will get a very short shellshock effect.
  5. Code reorganized


Download latest Road Junction map at http://w13.easy-share.com/1096220.html

Again, I hope this is the last update, but I will still try to resolve gameplay issues as they are relayed to me. Thanks for playing, enjoy.
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Andrew_Myers
General Member
Since: May 26, 2006
Posts: 100
Last: Feb 3, 2008
[view latest posts]
Level 3
Category: CoD2 Map + Mod Releases
Posted: Wednesday, May. 23, 2007 10:27 pm
looks good mate [thumbs_up]
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Screwtape566
General Member
Since: Jun 28, 2006
Posts: 33
Last: Sep 8, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Friday, Jul. 6, 2007 01:05 pm
It has come to my attention that there is a latent problem with the random bombardments, namely that spectating players are getting credit for kills from them. I believe I've identified the cause, and am working on a fix. I will post it by the end of next week.
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Screwtape566
General Member
Since: Jun 28, 2006
Posts: 33
Last: Sep 8, 2007
[view latest posts]
Level 2
Category: CoD2 Map + Mod Releases
Posted: Thursday, Jul. 19, 2007 12:49 pm
This latest update is an attempt to correct a number of issues.
http://w13.easy-share.com/1905861.html

Issues, Issues, Issues
1. There is/was a bug in the mortar damage code causing it to credit users from random bombardment kills; to the best of my knowledge this has been corrected.
2. The "invincibility" issue noted on the Anarchic servers seems to be tied to the random bombardment, use the "bits2_noarty" cvar to disable it, but I believe I've fixed the core of the problem (see #1) in this update.
3 Added a number of cvars at the requests of admins who want to customize gameplay.

Map changes
1. Removed some window crossbars that interfered with spotting.
2. Moved radio from postoffice as it interfered with gameplay.
3. Added some jump-over spots on fences.
4. Finally got the light-map defined for the map, and got it compiled into it. (I would have done this earlier but the stupid compiler eats my light-grid file every time I compile the map.)

// Default settings CVARS
"bits2_mortar_rounds" -- Sets the number of mortar rounds that player fired mortars can fire. Value must be greater than 1 (no 0 value). The default is 99.
"bits2_random_mortar_freq" -- Sets the frequency is seconds between random mortar bombardments. The default is 90. Value must be greater than 0.
"bits2_mortar_spread" -- Sets the maximum spread of both random mortars and user fired mortars on targets. Greater the value, the less accurate the mortar. Value must be greater than 0. Default value is 250.
"bits2_mortar_reload_delay" -- Sets the delay between players directed spotting rounds. Value must be greater than 0. Default value is 30.

// Enable/Disable Feature CVARs
"bits2_random_flags" -- When set to 1, this enables code that picks one of 4 possible flag positions for the CTF gametype. With this enabled, there is the potential for flags to be in a different position every time the map is loaded.
"bits2_no_automatic_strike" -- When set to 1, will disable the automatic mortar strike when spotters drop an artillery flare on a target. Player fired mortars will still fire to the targeted location, however.
"bits2_no_shellshock" -- When set to 1, will disable the shellshock effect from mortar strikes. This might correct the invincibility issue noted in Anarchic mod.
"bits2_noarty" -- When set to 1 will disable random mortar bombardments entirely.
"bits2_noweather" -- When set to 1 will disable weather effects.
"bits2_nomortars" -- When set to 1 will disable user fired mortars entirely.

Contact -- You can always get in touch through FKmod's custom mapping forum. I try to stay on top of issues brought to my attention, but unless I can duplicate what you are seeing, I can't fix the problem.

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