Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 6 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty
Category: CoD+UO General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: Need some help with my mod
XStationCube
General Member
Since: Jan 17, 2008
Posts: 3
Last: Jan 18, 2008
[view latest posts]
Level 0
Category: CoD+UO General
Posted: Thursday, Jan. 17, 2008 06:49 pm
Hello, I am working on a mod for UO, which will expand the ranking system. It will take the number of ranks from 5 to 45. The foundations for this mod have already been laid. But, I need some help.

First of all, when I try running the latest version of the mod, I get a script runtime error saying that I have exceeded the number of head icons that can be precached. I'm assuming that this will happen with HUD icons too. Is there anyway around this limit?

Secondly, is it possible to make certain weapons available only once you reach a certain rank? For instance, the way I have my mod planned, when you start out, only bolt-action rifles will be available, when you get two ranks up, you will get a sidearm. When you get a little higher, semi-automatic rifles will be available. When you get a few more ranks up, sub-machine guns will be available, etc.

I also have it planned so that when you get to another rank, you can select a secondary weapon, and a few more ranks later, you will be able to select enemy rifles, then enemy sub-machine guns, and so on. But, you will only be able to select up to one enemy weapon. Eventually you will get to the point where both of your weapons can be enemy weapons. Is there anyway to implement this?

Thirdly, I want to make portable med kits available once you reach a certain rank. I want them to have 50 health, and only be usable when you're down to 50 health or below 50, so you don't waste them. When you get to a higher rank, you will have two med kits avilable. Is this possible?

Fourthly, is it possible to have different types of artillery strikes with different time intervals? I.E. In my mod, when you reach the second to last rank, you will have a large artillery strike available along with the standard artillery strike. As the name implies, this is a large strike. But, I want the large strike to be on a timer of, say, five minutes, while the standard one is still at two minutes. I already know you can make alternate binoculars with different types of strikes, but I don't know about different timers.

Lastly, is there a decent knife mod out there (I.E. one that is a standalone weapon, instead of being an alternate weapon for a grenade)?

I realize this is long, but any help would be greatly appreciated.
Share |
novemberdobby
General Member
Since: Sep 17, 2006
Posts: 1965
Last: Oct 13, 2013
[view latest posts]
Level 8
Category: CoD+UO General
Posted: Thursday, Jan. 17, 2008 07:01 pm
Been playing Cod4? [lol]

For headicons, you could make 45 xmodels which are just flat textures that turn to face you, and link them to the players, eliminating the need to use any normal headicons.

You can probably make several different menus for the different ranks, so if their rank is < 10, give them the bolt-action menu, etc. If you don't want low rankers to pick up high ranking weapons then you could make a system that drops them too.

Health packs are possible; look in AWE's scripting for them. You'll just have to change the hud a little and make it so they don't apply over time.

Artillery strikes could be several different weapons all with the binoculars model, with different amounts of damage and stuff, you can also change the time it takes to fire in the weapon file.

There may be one or two knife mods out there, but most are packaged in with other mods - you might be better off using theirs, with permission.

Also, welcome to Modsonline [read]
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD+UO General
Posted: Thursday, Jan. 17, 2008 09:22 pm
One small thing, how do you plan on keeping track of which level someone has?
Share |
Scratchy
General Member
Since: Feb 10, 2006
Posts: 276
Last: Mar 16, 2009
[view latest posts]
Level 5
Category: CoD+UO General
Posted: Thursday, Jan. 17, 2008 09:50 pm
NovemberDobby writes...
Quote:
Been playing Cod4? [lol]

For headicons, you could make 45 xmodels which are just flat textures that turn to face you, and link them to the players, eliminating the need to use any normal headicons.

You can probably make several different menus for the different ranks, so if their rank is < 10, give them the bolt-action menu, etc. If you don't want low rankers to pick up high ranking weapons then you could make a system that drops them too.

Health packs are possible; look in AWE's scripting for them. You'll just have to change the hud a little and make it so they don't apply over time.

Artillery strikes could be several different weapons all with the binoculars model, with different amounts of damage and stuff, you can also change the time it takes to fire in the weapon file.

There may be one or two knife mods out there, but most are packaged in with other mods - you might be better off using theirs, with permission.

Also, welcome to Modsonline [read]


Everything goes back to the AWE mod
Share |
novemberdobby
General Member
Since: Sep 17, 2006
Posts: 1965
Last: Oct 13, 2013
[view latest posts]
Level 8
Category: CoD+UO General
Posted: Thursday, Jan. 17, 2008 10:14 pm
lol, so one thing :p
Share |
XStationCube
General Member
Since: Jan 17, 2008
Posts: 3
Last: Jan 18, 2008
[view latest posts]
Level 0
Category: CoD+UO General
Posted: Friday, Jan. 18, 2008 12:12 am
The_Caretaker writes...
Quote:
One small thing, how do you plan on keeping track of which level someone has?


The rank insignia.
Share |
macklebee
General Member
Since: Dec 6, 2006
Posts: 104
Last: Aug 24, 2008
[view latest posts]
Level 4
Category: CoD+UO General
Posted: Friday, Jan. 18, 2008 12:35 am
I think Caretaker was asking how you were planning to track a player's rank, not how you were going to symbolize it? It sounds like a player would have to start all over each time that he joined the server with the bolt-action rifle only rank. Or do you have something in the works on how to track what rank the player was the last time he was on the server, so each time that he is playing he can build onto his previous rank? And I wonder if the player would lose his rank each time a map started?
Share |
XStationCube
General Member
Since: Jan 17, 2008
Posts: 3
Last: Jan 18, 2008
[view latest posts]
Level 0
Category: CoD+UO General
Posted: Friday, Jan. 18, 2008 07:13 am
macklebee writes...
Quote:
I think Caretaker was asking how you were planning to track a player's rank, not how you were going to symbolize it? It sounds like a player would have to start all over each time that he joined the server with the bolt-action rifle only rank. Or do you have something in the works on how to track what rank the player was the last time he was on the server, so each time that he is playing he can build onto his previous rank? And I wonder if the player would lose his rank each time a map started?


Hmm, I never thought of that before. I know that, by default, if you quit the server and come back, your score is reset. Does anyone know if there is mod that tracks player scores even if they quit?

And, one other question, I know the xmodels thing would eleminate the need for headicons, but, could I do the same for the HUD icons?

edited on Jan. 18, 2008 02:16 am by XStationCube
Share |
utdfederation
General Member
Since: Jan 11, 2007
Posts: 142
Last: Nov 13, 2009
[view latest posts]
Level 4
Category: CoD+UO General
Posted: Friday, Jan. 18, 2008 02:12 pm
45 ranks? wow didn't know there were that many in the armed forces of old and modern day.

but good luck to you buddy,please continue to post your achievements we would like to see how you progress on this.

on my server i have increased the rank system to 13 ranks in total but i think thats more than enough really if the truth be told.
but hey good luck to you .

you got your workload cut out.

just to add don't mean to put a bee in your bonnet you do realise that putting in 45 ranks it will increase the overall size of the mod?

edited on Jan. 18, 2008 09:14 am by utdfederation
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Call of Duty : CoD+UO General

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»