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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, DrBiggzz, supersword
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Author Topic: Neeeeed Help!!!!!
KickinDil
General Member
Since: Jul 22, 2007
Posts: 10
Last: Aug 8, 2007
[view latest posts]
Level 0
Category: CoDUO Mapping
Posted: Wednesday, Aug. 8, 2007 07:51 pm
i mark my vehicles as usable..... and when i go into game they are solid but wont let me drive them........can some1 give me a solution...i have put the extra lines into gsc and have followed all tutorials
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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: Wednesday, Aug. 8, 2007 08:13 pm
The tutoriail for adding drivable vehicles to your MP map works. Try going over the tutorial again and doing extactly what they did.

Also try downloading the sample map which comes with the tutorial to see if you did anything different.
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Cover_Fire
General Member
Since: May 27, 2007
Posts: 51
Last: Jul 2, 2009
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Level 3
Category: CoDUO Mapping
Posted: Thursday, Oct. 18, 2007 09:09 am
Did you figure out what you still had to do?

I have the same problem. There is a jeep there but it is solid and you can't use it.
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Sven71
General Member
Since: Oct 21, 2005
Posts: 41
Last: Feb 16, 2009
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Level 2
Category: CoDUO Mapping
Posted: Thursday, Oct. 18, 2007 09:59 am
1st: the entities in your map need to define the xmodel as well as the vehicletype. Xmodel refers to the model itself, vehicletype to the tiny textfile in your vehicles folder that determines max_speed, acceleration etc.
If the vehicle has guns and turrets (which the stock vehicles obviously have) then those weapons need to be defined to in a similar text file stored in weapons/mp/

2nd: the map's gsc needs to call jeepdrive and tankdrive scripts

3rd: vehicles need to be allowed via config file, of course

Which vehicles did you use?
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Cover_Fire
General Member
Since: May 27, 2007
Posts: 51
Last: Jul 2, 2009
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Level 3
Category: CoDUO Mapping
Posted: Thursday, Oct. 18, 2007 12:04 pm
put in an allied willy jeep

tried to follow the tutorial
http://www.modsonline.com/Tutorials-read-181.html

EG:KEYS&VALUES
assuming entity window from highlighting the jeep and pressing "N".

So, right click on 2D window > script > vehicles > UO-xmodel-mp_v_us_lnd_willysjeep, and now there is a red box.

The line model... erase "c:/program files/call of duty/uo/" and leave only
xmodel/mp_v_us_lnd_willysjeep
and your jeep turns from a red box into a jeep in your map

type in line
vehicletype willyjeep (no "s")

don't want to make my jeep avail in only certain game types so have no "script_gameobjectname"

type in line
classname script_vehicle_collmap
this changes the line already there that just says script_vehicle. I compiled and logged into my test map with this as collmap and there is no jeep there at all.

I went and changed the line back to
classname scrip_vehicle
and the jeep is back in my map

type in line
targetname xmodel/mp_v_us_lnd_willysjeep

the line "origin" isn't mentioned in tutorial. Assuming it's user specific or something.

I now have a willy jeep there but it is a solid object not usuable. This is as far as I have gotten with the tutorial.


the tutorial says then to add to GSC file
///
level thread maps\mp\_tankdrive_gmi::main();//for tanks
level thread maps\mp\_jeepdrive_gmi::main();//for jeeps
level thread maps\mp\_flak_gmi::main();//for flak88s
///
Where this file is, how to edit isn't mentioned.

then the tutorial says to add to your CSV file a code to enable sound, for this jeep it looks like it would be
#VEHICLE
gmi_mp_vehicles_us.csv
where this file is and how to edit it isn't mentioned.
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Thursday, Oct. 18, 2007 02:55 pm
you dont need to do the script_vehicle_collmap thing, i never hav and it still has a collmap in game
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Cover_Fire
General Member
Since: May 27, 2007
Posts: 51
Last: Jul 2, 2009
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Thursday, Oct. 18, 2007 03:06 pm
yes, I caught that and changed it back to

Classname script_vehicle
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Sven71
General Member
Since: Oct 21, 2005
Posts: 41
Last: Feb 16, 2009
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Thursday, Oct. 18, 2007 04:33 pm
Cover_Fire writes...
Quote:


the tutorial says then to add to GSC file
///
level thread maps\mp\_tankdrive_gmi::main();//for tanks
level thread maps\mp\_jeepdrive_gmi::main();//for jeeps
level thread maps\mp\_flak_gmi::main();//for flak88s
///
Where this file is, how to edit isn't mentioned.

then the tutorial says to add to your CSV file a code to enable sound, for this jeep it looks like it would be
#VEHICLE
gmi_mp_vehicles_us.csv
where this file is and how to edit it isn't mentioned.


The jeepdrive file is part of the stock game, so you don't have to change the calls above.
The GSC-File for your map has the same name as the BSP file you receive thru compilation of your map. It is an ASCII text file. The easiest thing is to use the GSC of a stock map, e. g. Carentan (you'll find in inside the PAKs of the stock game files), change it's filename and some of the content (e. g. DOM flag spawn positions of a stock map won't match the coordinates in your custom map, so eventually you'll have to change those parts).
The soundloadspecs file (belongs in folder soundloadspecs) tells the client which soundalias files need to be used for the current map. It is a simple text list again, so just enter the gmi_mp_vehicles_us.csv and save it under your map's name.

If you want me to do it, just send the name of your map's bps file.- Then I'll write a GSC and a soundloadspec for you.
My email is sa050271@t-online.de
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Cover_Fire
General Member
Since: May 27, 2007
Posts: 51
Last: Jul 2, 2009
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Thursday, Oct. 18, 2007 09:31 pm
sent an email.. that would be very helpfull :) than you much
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