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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: Questions......help plz?!
sam_fisher3000
General Member
Since: Apr 18, 2007
Posts: 816
Last: Jul 16, 2016
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Level 7
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Tuesday, Dec. 18, 2007 09:45 pm
Hi, I have several questions....while I am here, I will ask all, takes too long to start new topics.

1) How can I make a series of mortar or artillery strike like in that mission, "Defending Hill 400"? Also how can I make that happen near the end of my mission.

2) How can I make my teammates run to his node (cover_crouch, cover_stand, etc) when I am close to him or when I step on a trigger? I dont want them to be part of my friendlychain.

3) I don't know why but when my teammates are on the
friendlychain, they dont ride the vehicle that I specifed for them. How do I make it work?

4) The rain tutorial doesnt work. How do I make it work? I am making rain, and fire and smoke, do I have to put them in the same mapname_fx.gsc?

5) How do I make my teammates ride 2 vehicles and make the one of the vehicles to crash!?

HELP!!!

P.S. answer any of the questions above, but I will be appreciated if you guys can answer them all. Thanx.

Off-topic: Christmas is coming soon!!! Next week, yay!
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sgtbilkothe3rd
General Member
Since: Mar 3, 2006
Posts: 115
Last: Mar 1, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Dec. 18, 2007 10:30 pm
Have you read through the numerous tutorials here? I think some of your questions are at least partially answered there.

The rain tut has several posts in forums already questioning why it doesn't work, it does work, it's usually something wrong in your script like syntax error or a typo, or you are missing a gsc file, or the file names don't match what is used in the script etc...

Do a search on rain in forums.
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sam_fisher3000
General Member
Since: Apr 18, 2007
Posts: 816
Last: Jul 16, 2016
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Tuesday, Dec. 18, 2007 10:39 pm
Ok, first of all, I dont see the mortar shower tutorial, (first question). Second, I dont see my questions being answered in the tutorials, I mean I dont think the tutorial says when I get close or step on a trigger, my teammates they move to their end node. Also, it does say that my teammates can drive 2 vehicles and get one of them get destroyed. The rain I can find but the rest I dont think so. Thanx for the rain but the rest I need help on.

Also when you say "partially answered" that doesnt help, it might not work b/c it's "partially answered". Anyway, you guys can at least, briefly tell me what to do, but mostly on the scripting stuff, mapping I can do but I need to know wut to put for key and value. I will be great full if you guys can help out. Thanx.

edited on Dec. 18, 2007 05:40 pm by sam_fisher3000
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sgtbilkothe3rd
General Member
Since: Mar 3, 2006
Posts: 115
Last: Mar 1, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Dec. 18, 2007 11:27 pm
What I mean by partially answered is, scripting is always going to be a challenge to learn it, so that you can make game elements do what you want. If you are lucky enough that sum1 will take the time to make a custom script for you, then by all means use it.

I am suggesting that there are ways to learn scripting from the examples, tuts, and files that are available here, that's all I meant.

Sorry I can't help much more than that, I usually do mp maps, and not sp.
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94sniper
General Member
Since: Jun 15, 2007
Posts: 907
Last: Jun 22, 2009
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Level 7
Category: CoD2 MP Mapping
Posted: Tuesday, Dec. 18, 2007 11:55 pm
1st of all, triggers.
Using triggers is very simple: you make the trigger, you link it to the object, you do some scripting, and it should work. However, Many people have trouble with triggers doing special things ie: moving people, moving things, or making something do something. In your case, you seem to want tto move a person, am I correct? There are tutorials on how to do this, and if I'm not mistaken the trigger doesn't have to trigger something on a friendly chain. It cacn make a person eat food or even die when they get hit by a potato. It all depends on what you want, how you want it, and how you want it done.

Second, your vehicle issue.
I haven't dealt with vehicles very much, but I do know that you have to enter a lot of values in Radiant. I'm not going to talk about this much because, as I said, I haven't dealt with cars too much and I'm not 'qualified' to speak about it.

Third, the crashing car.
Crashing cars, blowing up buildings, they both require scripting, mapping, sounds, and animations. For the crashing car, you would need to first address your initial car problem(s). Then you need to make a special car route for it in radiant, find the anims you want it to play, find the sounds you want it to play, then this tutorial should help you a bit. There are some other tutorials, but none of them come to mind right now. Guys, feel free to list some other tutorials he could use too.

Scripting is all about wants and needs: sometimes the script needs something to work, but something you want is messing up the script. I know someone has a signature here that tells of the 3 basic rules to scripting. but if you follow these instructions, then you should be a halfway desent scripter and mapper.

94Sniper
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sam_fisher3000
General Member
Since: Apr 18, 2007
Posts: 816
Last: Jul 16, 2016
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Wednesday, Dec. 19, 2007 09:56 pm
Thanx guys for trying to help me out. First off, I got the rain to work.[tongue] YAY! (I just copied and pasted the _fx.gsc codes.

1)My problem with the vehicles is that I want my teammates to drive 2 vehicles. One at the beginning and one at the end. I already made this map called "Streetclearing/RoadBlock". At the beginning I want to ride a truck with my some of my teammates and then something to blow up our truck. The rest of my team will ride another 2 vehicles and wants them to get blown up as well. (When I have two vehicles and make them move, they dont move when I am playing the map, so I need help on that too) And then that's when we start our mission. However, then I want to drive another vehicle with my teammates near the end of the mission.

2)Moreover, I need some mortar shower like the "Defending Hill 400" mission.

3)I want 2 of my teammates to move when I move close to them or when I am stepping on a trigger. I want them to wait till I get close or step on a trigger. I dont want them to be part of my friendlychain.

4)It's ok if you guys wont write me a script or help me do my map, but I will be appreciated if you guys can tell me what kind of stuff I should put in the key and value so the actors can do special things. You mentioned, "it all depends on what you want, how you want and how you want to do it." I can do that but I need help figuring out wut to put for key and value and scripting.

5)Is there a way to have more actors b/c there is only a limited amount of actors? :( Do I need to make them spawners and use the brush spawner_trigger or something?


I have seen a person with a signature that tells us about the 3 basic rule. It has something like, keep it simple and short and less complex stuff. Anyway, hope you guys can help. Thanx.
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sam_fisher3000
General Member
Since: Apr 18, 2007
Posts: 816
Last: Jul 16, 2016
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Sunday, Dec. 23, 2007 10:30 pm
Ok, fine how's this.


1) Mortar Shower (like hill 400) I need help.

2) Limited AIs but I want more, how do I do that. I assume you know what I mean by AIs, (actors). I have limited actors, how do I get more?


Maybe, exploding vehicles?

thanx.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 MP Mapping
Posted: Monday, Dec. 24, 2007 02:54 am
A good place to start for your mortar problem is by looking in th hill400 .gsc file where it's done.

You can set a 'count' number on your actors, telling the game how may times an AI can spawn from that actor.
Also (this is what CoD does alot) you can delete actors from your map once.

SP mapping is alot about figuring things out on your own unfortunately for a couple of reasons... 1) not many people map for SP. 2) SP mapping requires alot of scripting. 3) Making good SP maps is hard.
So being s specific as possible in your questions helps alot.. as does looking at the tutorials on this site, in the CoD, UO AND CoD2 sections and digging through the stock SP scripts.
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sam_fisher3000
General Member
Since: Apr 18, 2007
Posts: 816
Last: Jul 16, 2016
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Monday, Dec. 24, 2007 03:41 pm
Thanx, I will look into the hill 400 .GSC. For the actor, do I have to specify where they spawn when I use the "count" number? And I dont get what you mean by
"Also (this is what CoD does alot) you can delete actors from your map once."
What do you mean delete the actors? Delete them from mapping or in game?

2) Next time I will be more specific.

3) That sux, no one maps SP anymore [sad]

4) I am almost done mapping, I have like 6-7 maps on the same mission b/c I cant make it on one, b/c too long to compile and stuff. When I am done, where do I post my maps? Should I use the forum or the link "add download"? My maps are pretty fun but some of the 6-7 maps are really short. (Hope that doesnt affect anyone.)

Thanx again.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 MP Mapping
Posted: Monday, Dec. 24, 2007 03:53 pm
1) AI spawn froom the actors, right? So no, in that case.. you don't have to specify where they spawn from, as they spawn from the actor.

The removing of actors is done in CoD to make use the amount of actors in the map never exceeds the maximum (as far as I know). This is done with triggers... it's explained at the bottom of the AI MG tutorail if I remember correctly.

4) you can add them to our download section, or post them on a website and link them here in a post. If the .iwd is too big to be uploaded here, contact Foyleman, he'll supply you with info on how to upload big .iwd files.
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