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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: Headquarters
sternkaa
General Member
Since: Aug 16, 2005
Posts: 108
Last: Jan 29, 2011
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jan. 27, 2008 07:11 pm
Hey guys,

I want to add the gameplay headquarters in to my map.
But how can you do that? Can't find a tutorial or prefab or something like that. I have tried to figure it out, but i didn't found something so i shoot my question here. When i look in to some other maps, i find a script for headquarters. Just like the one below.

Code:
if(getcvar("g_gametype") == "hq")
	{
	ambientPlay("ambient_mp_cr_bretteville_2");
	maps\mp\mp_cr_bretteville_barrels::barrelInit();

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

		level.radio = [];
		level.radio[0] = spawn("script_model", (4230.1, -2070.26, 47));
		level.radio[0].angles = (0, 0, 0);
		
		level.radio[1] = spawn("script_model", (2712, -596, 35));
		level.radio[1].angles = (0, 270, 0);
		
		level.radio[2] = spawn("script_model", (3584, 1132, 75));
		level.radio[2].angles = (0, 0, 0);
		
		level.radio[3] = spawn("script_model", (1138, -82, 33));
		level.radio[3].angles = (0, 270, 0);
		
		level.radio[4] = spawn("script_model", (1251, -1133, 227));
		level.radio[4].angles = (0, 270, 0);
		
		level.radio[5] = spawn("script_model", (3354, -904, 227));
	
	}
}


Must i only add this script in my gsc file? Or must i also draw something in radiant?
Home someone can help me.
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Warr!or
General Member
Since: Jun 21, 2005
Posts: 257
Last: Feb 9, 2008
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Jan. 27, 2008 07:19 pm
Nope, you don't have to do anything in Radiant, the only thing you need are the coordinates of your radios. (you will need tdm spawns for hq)


mp_mymapname.gsc

Code:
main()
{
maps\mp\_load::main();

setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_france");

game["allies"] = "russian";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "Winterlight";
game["german_soldiertype"] = "Winterlight";

setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");

if(getcvar("g_gametype") == "hq")
{
level.radio = [];
level.radio[0] = spawn("script_model", (61, -56, 232));
level.radio[0].angles = (0, 90, 0);

level.radio[1] = spawn("script_model", (-592, 232, 232));
level.radio[1].angles = (0, 90, 0);

level.radio[2] = spawn("script_model", (-40, 336, 232));
level.radio[2].angles = (0, 90, 0);
}
}


level.radio = [];
level.radio[0] = spawn("script_model", (61, -56, 232));
level.radio[0].angles = (0, 90, 0);
this is one radio,
(61, -56, 232) this are the coordinates of that radio
(0, 90, 0); this are the angles of the radio

you can place as much radio's as you want.

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sternkaa
General Member
Since: Aug 16, 2005
Posts: 108
Last: Jan 29, 2011
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jan. 27, 2008 07:46 pm
Okey, thanks a lot Warrior
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Saureco
General Member
Since: Aug 12, 2006
Posts: 254
Last: Mar 19, 2008
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Tuesday, Jan. 29, 2008 12:32 am
Quote:
Nope, you don't have to do anything in Radiant, the only thing you need are the coordinates of your radios.

When you say all you need are the coordinates, how are they oriented? Specifically, when I say I want the HQ radio at X,Y,Z, is that the front left corner on the bottom of the model, or is it the center?
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