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Topic: Cod4: Scripting Reference |
| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Tuesday, Nov. 27, 2007 02:06 am |
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playing around.....
located in the Mods/ModWarfare folder is a makeMod.bat file and a 7za.exe
the 7za.exe is a programmable compression utility which i would assume is fired by the .bat
the .bat has the following contents:
Code: del z_modwarfare.iwd
del mod.ff
xcopy ui_mp ..\..\raw\ui_mp /SY
copy /Y mod.csv ..\..\..\share\zone_source
cd ..\..\..\bin
linker_pc.exe -language english -compress -cleanup mod
cd ..\pc\mods\ModWarfare
copy ..\..\zone\english\mod.ff
7za a -r -tzip z_modwarfare.iwd maps
7za a -r -tzip z_modwarfare.iwd images
pause
i would assume that you could edit the the .bat to output a mod that is packaged in a form that can then be used in a pure setting.
i haven't played with this yet though - but that is what it looks like to me
![[angryalien]](images/BBCode/smilies/angryalien.gif) |
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| Vistrum |
General Member Since: Jan 2, 2007 Posts: 146 Last: Mar 12, 2010 [view latest posts] |
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| novemberdobby |
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General Member Since: Sep 17, 2006 Posts: 1965 Last: Oct 13, 2013 [view latest posts] |
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| zeroy |
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General Member Since: Nov 26, 2007 Posts: 1060 Last: Mar 12, 2014 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Wednesday, Nov. 28, 2007 01:26 pm |
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novemberdobby writes...Quote: warping players? me too :D
Just need to find a different way to bounce players now...
Hi guys, what exqactly is that "warping players"?
Thanks, |
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| novemberdobby |
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General Member Since: Sep 17, 2006 Posts: 1965 Last: Oct 13, 2013 [view latest posts] |
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| Vistrum |
General Member Since: Jan 2, 2007 Posts: 146 Last: Mar 12, 2010 [view latest posts] |
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| novemberdobby |
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General Member Since: Sep 17, 2006 Posts: 1965 Last: Oct 13, 2013 [view latest posts] |
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| .KiLL3R. |
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General Member Since: Oct 26, 2006 Posts: 1437 Last: Jul 3, 2017 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, Nov. 29, 2007 09:58 am |
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lol, ive made scripts so the admin can
set players on fire
shellshock em
give/take points and deaths
give them health
smite
simply kill them
give weapons
set a cvar like com_maxfps (hehe)
mark them on the compass
make them play a sound
and change there player model
![[crazy]](images/BBCode/smilies/crazy.gif) |
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| zeroy |
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General Member Since: Nov 26, 2007 Posts: 1060 Last: Mar 12, 2014 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, Nov. 29, 2007 10:09 am |
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.KiLL3R. writes...Quote: lol, ive made scripts so the admin can
set players on fire
shellshock em
give/take points and deaths
give them health
smite
simply kill them
give weapons
set a cvar like com_maxfps (hehe)
mark them on the compass
make them play a sound
and change there player model
![[crazy]](images/BBCode/smilies/crazy.gif)
Sounds good, any chance you sharing them out :) ? |
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| novemberdobby |
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General Member Since: Sep 17, 2006 Posts: 1965 Last: Oct 13, 2013 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Saturday, Dec. 1, 2007 08:24 pm |
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Been playing with a few more functions...
(lol gmod...excuse my graphics...delivery...)
I found out that fragbuttonpressed() is the nade throwing button.
nuke fx;
loadfx ("explosions/nuke_bg");
all the fx's listed in the OP are in multiplayer only, and i dont think they work (or models) in other maps (ones they aren't stock in)
cloneplayer() doesn't seem to work either.
I also tried using a bullettrace["entity"] to find out some models/classnames, but it only picked up script_models ![[sad]](images/BBCode/smilies/sad.gif)
I tried my best to get bots in, but they also never worked. There's a _dev script that's disabled, i played around with that a little
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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