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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, supersword
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Author Topic: HQ gsc settings
gh0st1220
General Member
Since: Jun 27, 2007
Posts: 4
Last: Jul 22, 2007
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Level 0
Category: CoDUO Mapping
Posted: Sunday, Jul. 22, 2007 03:08 am
Right, ive finished my first map apart from i want to make it hq, ive put the script model down and targetname blah, but what do i put in the gsc file and if i make more than one radio, does the targetname stay the same as the other one?
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R4R44VIS
General Member
Since: Apr 22, 2005
Posts: 553
Last: Jul 24, 2008
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Level 6
Category: CoDUO Mapping
Posted: Sunday, Jul. 22, 2007 03:55 am
I dont do any .gsc work for HQ, and i have never had any problems with it. Just copy your radio script_model your have for the radio, and put it where you want each radio.

As simple as that:)
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playername
Preferred Member
Since: Aug 24, 2006
Posts: 821
Last: Apr 15, 2011
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Level 7
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Jul. 22, 2007 06:12 am
I don't know if this is for UO or not, but for CoD2 you have to HQ settings in your mapname.gsc. It looks something like this.


Code:
//HQ settings
if(getcvar("g_gametype") == "hq")
	{
		level.radio = [];
		level.radio[0] = spawn("script_model", (1128, -2480, 824));
		level.radio[0].angles = (0, 315, 0);
		level.radio[1] = spawn("script_model", (1160, -936, 824));
		level.radio[1].angles = (0, 30, 0);
		level.radio[2] = spawn("script_model", (1144, 704, 824));
		level.radio[2].angles = (0, 105, 0);
		level.radio[3] = spawn("script_model", (1592, 1248, 824));
		level.radio[3].angles = (0, 151, 0);
		level.radio[4] = spawn("script_model", (2504, 2160, 824));
}


The Angels are the angels that the radio spawns.
the spawn should stay script_model, but the next part is the origin of the models.

You can find the origin of the models by selecting the red box and finding the key origin, then the vaule is the origin. You have to put comas between the origin numbers in the script, (0, 10, -4), in Radiant that would look like 0 10 -4.

Also the level.radio[#] is the number of that one radio. It has to start with 0 so if you have 6 radio's your level.radio[#] s would be only up to 5, 012345.

If you have any qestions please ask.


edited on Jul. 22, 2007 09:15 am by playername
nullFew tips for coding.
1. Keep the script as short as possible.
2. Don't comment every line. Only comment portions where they may be needed to point something out.
3. Don't over complicate the script, keep it organized and easy to read.

These help you find simple errors and makes it easy to make changes.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoDUO Mapping
Posted: Sunday, Jul. 22, 2007 06:41 am
That works for UO too, basically.

There is a video tutorial, either in UO or in the CoD tutorial section, about adding HQ radios to your map.
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gh0st1220
General Member
Since: Jun 27, 2007
Posts: 4
Last: Jul 22, 2007
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Level 0
Category: CoDUO Mapping
Posted: Sunday, Jul. 22, 2007 06:43 am
R4R44VIS writes...
Quote:
I dont do any .gsc work for HQ, and i have never had any problems with it. Just copy your radio script_model your have for the radio, and put it where you want each radio.

As simple as that:)


lol alright then ill try without gsc...

its for coduo

The_Caretaker writes...
Quote:
That works for UO too, basically.

There is a video tutorial, either in UO or in the CoD tutorial section, about adding HQ radios to your map.


yeah i know, but it didnt help tbh

edited on Jul. 22, 2007 09:44 am by gh0st1220
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eggbeast
General Member
Since: Jan 4, 2007
Posts: 345
Last: Sep 7, 2009
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Level 5
Category: CoDUO Mapping
Posted: Monday, Jul. 23, 2007 04:38 pm
i just added about 20 radios to my map and it worked fine
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