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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Couple probs on my map
Capt.Com
General Member
Since: Nov 14, 2004
Posts: 879
Last: Oct 6, 2007
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Thursday, Sep. 20, 2007 06:49 pm
This is how I do my planes scripting...

Code:
wait 5;  // <----delay for both sound and plane

thread plane();
}

plane()
{
	while(1)
	{
		plane = getent("plane","targetname");

		plane playsound("sound_plane");

		desti_plane = getent("plane_destination", "targetname");

		plane.dest = desti_plane.origin ;
		plane.start = plane.origin;

		plane moveto(plane.dest, 2, 0.1, 0.1);
		plane waittill("movedone");
		
		plane.origin = plane.start;
		
		wait 10; // <----delay between restart
	}
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the4threich
General Member
Since: May 28, 2006
Posts: 70
Last: Jan 25, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Thursday, Sep. 20, 2007 07:21 pm
thanks Capt, that worked. What are the advantages to scripting it your way vs the other way?
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Capt.Com
General Member
Since: Nov 14, 2004
Posts: 879
Last: Oct 6, 2007
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Thursday, Sep. 20, 2007 07:40 pm
Well the way I make it is very easy to understand, less complicated, easy to modify and shorter then yours, lolll
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the4threich
General Member
Since: May 28, 2006
Posts: 70
Last: Jan 25, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Thursday, Sep. 20, 2007 07:56 pm
Do you create your planes the same way as the tutorial but just give it a different targetname and then use your script?
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Capt.Com
General Member
Since: Nov 14, 2004
Posts: 879
Last: Oct 6, 2007
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Thursday, Sep. 20, 2007 08:11 pm
I never checked the tutorial you are talking about. I did this by test/try/error ;)

This is how I do it:
I take a plane xmodel I give it for Key :target plane_destination and Value: plane;
Then I add a script_origin ( where to plane will go ) with the Key: targetname
and the Value: plane_destination;

After, I select the plane first then the script_origin and weld them together.

Thats all. The rest is in the gsc ;)

This is the easiest way to make moving things.
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the4threich
General Member
Since: May 28, 2006
Posts: 70
Last: Jan 25, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Thursday, Sep. 20, 2007 08:24 pm
Good stuff Capt, but just to clarify what you have is this right? If the image is fuzzy this is what i have...

I inserted an Xmodel (vehicle_spitfire_flying)
Key: target plane_destination (this is where i'm confused since there is no _ between target and plane.
Value: plane



http://img98.imageshack.us/img98/4343/capturewiznw6.jpg

edited on Sep. 20, 2007 04:25 pm by the4threich
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Capt.Com
General Member
Since: Nov 14, 2004
Posts: 879
Last: Oct 6, 2007
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Thursday, Sep. 20, 2007 08:44 pm
Here...
The xmodel:


and the origin:
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the4threich
General Member
Since: May 28, 2006
Posts: 70
Last: Jan 25, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Thursday, Sep. 20, 2007 09:00 pm
Gotcha Capt, works great, thanks for the tips.[thumbs_up]
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Capt.Com
General Member
Since: Nov 14, 2004
Posts: 879
Last: Oct 6, 2007
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Thursday, Sep. 20, 2007 09:03 pm
My pleasure :) Hope to see this baby ... you know where lolll
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the4threich
General Member
Since: May 28, 2006
Posts: 70
Last: Jan 25, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Thursday, Sep. 20, 2007 10:02 pm
Here is something very strange, my plane has sound even though nothing is in the soundaliase, how is that possible? I wanted to change the sound and no matter what i did it was the same thing. So i removed the line from the csv and it's still working. What is up with that? How do i fix that?

GSC
Code:
main() 
{ 

level thread planes(); 
} 

planes() 
{ 
level.PlaneSpeed = 5; 

stuka1 = getent ("stuka1","targetname"); 
temp = getent (stuka1.target,"targetname"); 
stuka1.dest = temp.origin; 
stuka1.start = stuka1.origin; 
stuka1 hide(); 

wait 2; 

while (1) 
{ 
stuka1 thread plane_flyby("stuka_flyby"); 
wait .15; 

wait 10; 
} 
} 

plane_flyby(sound) 
{ 
// If you specified a sound to play then play it 
if (isdefined (sound)) 
self playsound (sound); 

wait .10; 

self show(); 

self moveto(self.dest, level.PlaneSpeed, 0.1, 0.1); 

wait level.PlaneSpeed; 

self hide(); 
self.origin = self.start; 
} 


CSV
Code:
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage

#Ambiance

ambient_mp_desert,,ambient/amb_africa01b.mp3,0.85,,,,,,,local,streamed,,looping,,mp_desert

#radios

soldiers,,misc/osnd.mp3,0.85,1,,,,50,350,auto,streamed,,looping,,mp_desert,,,,,,,,
radio,,misc/tls.mp3,0.85,1,,,,50,350,auto,streamed,,looping,,mp_desert,,,,,,,,
radio1,,misc/hita.mp3,0.85,1,,,,50,350,auto,streamed,,looping,,mp_desert,,,,,,,,
radio2,,misc/wywa.mp3,0.85,1,,,,50,350,auto,streamed,,looping,,mp_desert,,,,,,,,
radio3,,misc/safari.mp3,0.85,1,,,,50,350,auto,streamed,,looping,,mp_desert,,,,,,,,
radio4,,misc/fsj.mp3,0.85,1,,,,50,350,auto,streamed,,looping,,mp_desert,,,,,,,,
radio5,,misc/lm.mp3,0.85,1,,,,50,350,auto,streamed,,looping,,mp_desert,,,,,,,,

#sound_effects

wind1,,misc/wind1.wav,0.85,1,,,,50,500,auto,streamed,,looping,,mp_desert,,,,,,,,
brook,,misc/riverbrook.wav,.25,1,,,,50,500,auto,streamed,,looping,,mp_desert,,,,,,,,
cricket,,misc/nightsounds.wav,.50,1,,,,50,350,auto,streamed,,looping,,mp_desert,,,,,,,,
fire,,misc/campfire.wav,0.85,1,,,,50,500,auto,streamed,,looping,,mp_desert,,,,,,,,
wind,,misc/wind3.wav,0.85,1,,,,50,500,auto,streamed,,looping,,mp_desert,,,,,,,,
jeepidle,,misc/jeepidle.wav,0.85,1,,,,50,500,auto,streamed,,looping,,mp_desert,,,,,,,,
barrelfire,,misc/fire.wav,0.85,1,,,,50,500,auto,streamed,,looping,,mp_desert,,,,,,,,
water,,misc/water.mp3,1,1,,,,50,500,auto,streamed,,looping,,mp_desert,,,,,,,,

#bidons

barrels,,Explosions/exp_armoredcar.wav,1,,,,,50,3000,voice,streamed,,,

#Gate

gateopen,,misc/gate.wav,,,,,,100,800,auto,streamed,,,,mp_desert

#Door1

dooropen,,misc/opendoor.wav,,,,,,100,800,auto,streamed,,,,mp_desert
doorclose,,misc/closedoor.wav,,,,,,100,800,auto,streamed,,,,mp_desert

#Elevator 

elevator,,misc/elevator.wav,,,,,,100,800,auto,streamed,,,,mp_desert

#Bunker Doors

bunkerdoor,,misc/bunkerdoor.wav,,,,,,100,800,auto,streamed,,,,mp_desert

#Cable Car

cablecar1,,misc/cablecar1.mp3,,,,,,100,800,auto,streamed,,,,mp_desert



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