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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: Custom weapons preset in custom maps.
Mpz
General Member
Since: Jul 10, 2006
Posts: 195
Last: Jun 30, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Aug. 13, 2007 03:25 am
I started out as a mapper and became a weapons modder so I was thinking... Is it possible to add my own custom weapons into a map so anyone playing has them just like people put charges and rocket launchers in the map?

I'm thinking that I would have to mod the mod tools to do this and of course add the required weapon files into the PK3ed map.

Is my logic flawed? Has anyone done this before?

I'm thinking I could always alter a stock Russian weapon and use that in the map with a British or American allied team but if I were to do that... I'm thinking, and please correct me if I'm wrong, that the starting weapon will be modded in every Russian map as well. I'm thinking that a mod in a map will act just like a mod alone and effect everything on the server, not just that map.

If you have read through all that confusion I just typed I guess my question is: if I mod a stock weapon in one map, will it also be modded in all the other stock maps as well? If so, how can I fix that without conflicting with other mods?

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AkimoA
General Member
Since: Jun 17, 2006
Posts: 20
Last: Apr 25, 2009
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Monday, Aug. 13, 2007 04:59 pm
It is possible but why just let them lay around in maps why no add them to the menu so people can choose them from there

In my mod at the moment you got 37 weapons to choose from

yes you saw rite :P 37


done by menu and alternative weapon mode

Just workin on a 4th menu wich has another 7 weapons in it to choose from wich is a baseball bat a katana sword a shuriken ninja star a battle axe a and and.....


have alook
Server IP :193.47.83.220:28936 =[GKM]=GERMANKRAUTMODV2.Main--Server--

P.s New Weapons not on it yet But a lot others
Alternative weapon Mode Button Default M is very important in it








edited on Aug. 13, 2007 01:01 pm by AkimoA
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Mpz
General Member
Since: Jul 10, 2006
Posts: 195
Last: Jun 30, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Aug. 13, 2007 05:36 pm
Thanks for the reply, I have my own weapons mod with many weapons (also using the alt functions) but It affects all the maps in the server.

I would like to remake some Halo2 maps and if you have played the game, there are always great weapons placed in specific places in the map. One of the fun parts about the maps is the fighting for the power weapons. That's why I want to make them laying around the level in key areas.

I don't want the weapons to effect any other map but the intended map in and I'm wondering if that's possible without messing up other mods.

I know I could do it and it wouldn't hurt an unmodded server but to do that, I would have to add the weapons to the _team.gsc which would mess up other weapons mods as well as mods like AWE, Merciless, and Extreem because to make it work wouldn't I have to overwrite the other mods _teams.gsc?

edited on Aug. 13, 2007 01:37 pm by Mpz
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Monday, Aug. 13, 2007 09:28 pm
yeah it's possible

this was a serverside mod i made for badbreizh2 making people spawn with non standard weapons, and putting a new weapon on the map. weapons/models that don't appear on the weapons menu, or in the bsp, i think have to be precached

Code:
main()
{

	setCullFog (0, 10500, .32, .36, .40, 0);
	ambientPlay("ambient_badbreizh");

        maps\mp\_load::main();
	maps\mp\mp_dawnville_fx::main();
        maps\mp\_moulin_1::main();

precacheModel("xmodel/w_us_spw_binocular_view");
precacheModel("xmodel/w_us_spw_binocular_world");
        thread weapons1();
	thread spawn_weapon(classname,targetname,ammo,origin,angles,flags);

bin1s = spawn_weapon("mpweapon_nippybins","binnyhell1",1,(2425, -395, -271),(0, 58, 0),8);



	game["allies"] = "american";
	game["axis"] = "german";

	game["american_soldiertype"] = "airborne";
	game["american_soldiervariation"] = "commando";
	game["german_soldiertype"] = "wehrmacht";
	game["german_soldiervariation"] = "normal";



}
weapons1()
{
	while(1)
	{
		players = getentarray("player", "classname");

		for(p=0;p<players.size;p++)
		{
			if(!isdefined(players[p].setup))
				players[p] thread Spamup1();
		}
	wait .5;
	}
}

Spamup1()
{
	self.setup = 1;
         

	while(isdefined(self))
	{
		self waittill ("spawned");
		
		wait .5;
		self  giveWeapon("flamethrower_mp");
		self  giveMaxAmmo("flamethrower_mp");
		self  giveWeapon("satchelcharge_mp");
	}
}

spawn_weapon(classname,targetname,ammo,origin,angles,flags)
{
if (!isdefined(classname) || !isdefined(targetname) || !isdefined(origin))
return undefined;

if (!isdefined(angles)) angles = (0,0,0);
if (!isdefined(ammo)) ammo = 100;
if (!isdefined(flags)) flags = 0;

weapon            = spawn (classname,origin,flags);
weapon.targetname = targetname;
weapon.count      = ammo;
weapon.angles     = angles;

return weapon;
}

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Mpz
General Member
Since: Jul 10, 2006
Posts: 195
Last: Jun 30, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Aug. 13, 2007 09:55 pm
Can't seem to find the map, Do you have a link so I can take a look at it?

Also, how did you get your custom weapons in the map through the map maker?
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Bloodlust
General Member
Since: Apr 7, 2004
Posts: 101
Last: Jan 14, 2015
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Aug. 13, 2007 10:53 pm
if you just want to add the modded weapons to one map, then while making the map, right click on grid and choose Weapon then the weapon you want to add.

so if you have modifeid the kar98k weapon to be a M60 machinegun, then just select Weapon - kar98k or ka98k_mp, depending what type of map youre making.

if you didnt modify the kar98k, but have youre own weapon, then you could just add a kar98k then go to the entity properties for it and change the model key value to whatever model your weapon uses, then for the classname just change the value to whatever the "radiantname" value for the weapon is.

you would also need to add the modified weapons in map's .pk3 file under a folder of weapons/mp
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Mpz
General Member
Since: Jul 10, 2006
Posts: 195
Last: Jun 30, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Tuesday, Aug. 14, 2007 12:36 am
Thanks, that's what I needed to know.

So if I do that in only one map... It will not mess up any other on the server or mess up the other mods?
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Tuesday, Aug. 14, 2007 12:55 am
Mpz writes...
Quote:
Can't seem to find the map, Do you have a link so I can take a look at it?

Also, how did you get your custom weapons in the map through the map maker?


you don't need the map, you just need the threads for

spawn_weapon(classname,targetname,ammo,origin,angles,flags);


and details for what weapons you want to spawn in the map

eg

bin1s = spawn_weapon("mpweapon_nippybins","binnyhell1",1,(2425, -395, -271),(0, 58, 0),8);


this way you don't need to compile them into a map - add the code to any map's gsc (even stock maps) and that weapon will spawn at the coordinates you set, and will only affect the maps whose gsc you've edited

edited on Aug. 13, 2007 08:56 pm by |DA|DarkDilbert
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Bloodlust
General Member
Since: Apr 7, 2004
Posts: 101
Last: Jan 14, 2015
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Tuesday, Aug. 14, 2007 01:58 am
if you use DarkDilbert's way, which is as good a way as any, you would need to precache every single weapon you want to spawn in like that before you spawn them.

if you're comfortable with scripting, then do it this way.
if not, then do it the way I described above.
both ways will give you the same result.
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Mpz
General Member
Since: Jul 10, 2006
Posts: 195
Last: Jun 30, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Tuesday, Aug. 14, 2007 10:38 am
Can you precache weapons in the GSC itself?

Bloodlust, if I do it your way, do I need to add anything to the map maker first? If so what will I need to add and to what files? I can see it being very usefully having the weapons in the editor itself and just moving it to where I want it rather than trying to trial and error to get it in just the right place.

Thank you both for your help. I'll be sure to link both of you to my map if I ever get around to making it as well as giving you guys credit.
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