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Topic: AI won't budge - Hopeless, horrible, situation worth crying over! |
| nerdalerter |
General Member Since: Oct 30, 2006 Posts: 81 Last: Jul 4, 2008 [view latest posts] |
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| Boltriflemaster |
General Member Since: Aug 22, 2006 Posts: 130 Last: Nov 7, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Sunday, Aug. 12, 2007 06:36 pm |
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make a shortcut to your CoD2SP_s.exe
Right click and go to properties and in the command line right after it shows the path to the original CoD2SP_s.exe, you make a space and type +set g_connectpaths 1 and then if you want +set developer 1 for developer commands and if you need cheats type +set thereisacow 1337
Basically all you really ened is +set g_connectpaths 1
![[wave]](images/BBCode/smilies/wave.gif) |
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| Bloodlust |
General Member Since: Apr 7, 2004 Posts: 101 Last: Jan 14, 2015 [view latest posts] |
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| nerdalerter |
General Member Since: Oct 30, 2006 Posts: 81 Last: Jul 4, 2008 [view latest posts] |
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| soulwax |
General Member Since: Nov 14, 2005 Posts: 255 Last: Jul 28, 2008 [view latest posts] |
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| nerdalerter |
General Member Since: Oct 30, 2006 Posts: 81 Last: Jul 4, 2008 [view latest posts] |
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| nerdalerter |
General Member Since: Oct 30, 2006 Posts: 81 Last: Jul 4, 2008 [view latest posts] |
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| Bloodlust |
General Member Since: Apr 7, 2004 Posts: 101 Last: Jan 14, 2015 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Monday, Aug. 13, 2007 02:35 am |
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he meant to press and hold the shift key then press the tilde ( ` ) key.
1 = connect paths then load and play the game
2 = connect paths only then exit the game
those may be backwards, but thats those two do. not sure about 0 right offhand...
your error meant that you had already connected paths, then upon restarting your map, you tried to connect paths again. either method you use, 1 or 2, to connect paths has only to be done once. it connects the paths then writes the information in the bsp file. you dont have to connect paths again unless you make changes to path nodes, cover nodes, or add additional geometry to your map like buildings or walls. if you add static models like destroyed tanks or trees you may want to reconnect paths again because it could be laying right on a path node, or even worse, a cover node in a freindly chain and that would crash the map.
as for freindly chains, its just a way to finesse your squadmate's movement. there may be a tutorial here somewhere...
basically you just make a trigger_freindlychain. then say you want a battle against a low wall, you would make a few ( 6 or 8) cover_crouch or cover_stand nodes, give your first node a targetname of "fc1" just to make it easy to grab in script (not required but if you do keep incrementing the number after the fc) while you have that one selected, select the next cover node in the line and press W to connect them and do the same to the others. then deselect everything and select the trigger_freindlychain then select the "fc1" node and press W to connect them. now when the player hits the trigger_friendlychain the squad will move up to those cover nodes at the wall. more finesse: position the trigger so the player hits it BEHIND at least some of the squadmates so it looks like the squad is leading the player, instead of the player always leading the squad.
if this still doesnt work for you, send me you iwd including gsc and .map file (not bsp) and I'll see what the problem is and send it back. I wont steal your map, so dont worry about that. |
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| nerdalerter |
General Member Since: Oct 30, 2006 Posts: 81 Last: Jul 4, 2008 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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