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Forum: All Forums : Call of Duty 2
Category: CoD2 SP Mapping
Call of Duty 2 single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: mortar team
Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Friday, Nov. 2, 2007 04:07 pm
hey i've made a mortar team and he's shooting with it, but the impact doesn't drop at my origins.. (he shoots, u see the mortar going in the sky, u hear a boom, but u don't see an explosian anywhere) maybe its because of the distance?? because he shooting fairly far away
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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: CoD2 SP Mapping
Posted: Friday, Nov. 2, 2007 05:03 pm
That might be it... if you have alot going on on your map, effects, entities etc, some far away stuff doesn't get drawn.

Try moving the origin closer for a test and see if you can see the explosion that way..
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Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Friday, Nov. 2, 2007 05:17 pm
nope nothing :( (i got around 20 germans shooting at his back) maybe thats a problem? oh yeh i got only 1 mortar guy cos i don't know how to get his mate helping him
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Snake-nl
General Member
Since: May 30, 2004
Posts: 394
Last: Jan 23, 2011
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Level 5
Category: CoD2 SP Mapping
Posted: Friday, Nov. 2, 2007 05:20 pm
Could be 2 things

First:

also take a look how heigh your skybox is. when i first tested the mortar team my skybox was to low. so the mortar explode outside the skybox and not on the terrain.

Second:

do you have a fx file? this file takes care of the explosive part (the mud on impact)

you have to make a fx file and that must contain:

main()
{
level.mortar = loadfx ("fx/explosions/artilleryExp_dirt_brown.efx");
}

(or another effect)


these 2 things are my own experience when making a mortarteam :)
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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: CoD2 SP Mapping
Posted: Friday, Nov. 2, 2007 05:21 pm
Did you connect the origin to the node or the other way around? This might make a difference, just like node->actor node<-actor thing.
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Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
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Level 4
Category: CoD2 SP Mapping
Posted: Friday, Nov. 2, 2007 05:59 pm
yeh i connected everything and stuff, and at first my skybox was too low indeed but i made it a little higher. this is my .gsc can u tell me where to put that line?
#include maps\_utility;
main() {
maps\_load::main();
maps\_mortarteam::main();

level.player takeallweapons();
level.player giveWeapon ("m1carbine");
level.player giveWeapon ("colt");
level.player giveWeapon ("fraggrenade");
level.player giveweapon ("smoke_grenade_american");
level.player switchToWeapon ("m1carbine");

game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";


}
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Snake-nl
General Member
Since: May 30, 2004
Posts: 394
Last: Jan 23, 2011
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Level 5
Category: CoD2 SP Mapping
Posted: Friday, Nov. 2, 2007 06:21 pm
k,

Open notepad (or any other texteditor) and paste this code into the file:

Code:
main()
{    
    level.mortar = loadfx ("fx/explosions/artilleryExp_dirt_brown.efx");
}


save it as: yourmapname_fx.gsc

Now ad this code to: yourmapname.gsc

Code:
maps\yourmapname_fx::main();


So your gsc file will look like this:

Code:

#include maps\_utility;
main()
{
	maps\_load::main();
	maps\_mortarteam::main();
	maps\yourmapname_fx::main();
	
	level.player takeallweapons();
	level.player giveWeapon ("m1carbine");
	level.player giveWeapon ("colt");
	level.player giveWeapon ("fraggrenade");
	level.player giveweapon ("smoke_grenade_american");
	level.player switchToWeapon ("m1carbine");
	
	game["allies"] = "american";
	game["axis"] = "german";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["american_soldiertype"] = "normandy";
	game["german_soldiertype"] = "normandy";


}
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Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Friday, Nov. 2, 2007 07:08 pm
i get an error when i try to run :( it couldnt find maps\house_fx or something like that
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Snake-nl
General Member
Since: May 30, 2004
Posts: 394
Last: Jan 23, 2011
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Friday, Nov. 2, 2007 07:22 pm
did you save it as a gsc file? (and not for example: hous_fx.gsc.txt)
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playername
Preferred Member
Since: Aug 24, 2006
Posts: 821
Last: Apr 15, 2011
[view latest posts]
Level 7
Forum Moderator
Im a fan of MODSonair
Category: CoD2 SP Mapping
Posted: Friday, Nov. 2, 2007 07:30 pm
take out this part of your script

//
game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
//

that is for MP ONLY! this could be causeing your error.
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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