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Topic: hq prob in UO |
| {R.E.D} Duke Justice |
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General Member Since: Mar 5, 2004 Posts: 66 Last: Sep 14, 2005 [view latest posts] |
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| drunkenclaptrap |
General Member Since: Mar 11, 2004 Posts: 310 Last: Nov 13, 2004 [view latest posts] |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoDUO Mapping Posted: Monday, Oct. 11, 2004 11:51 am |
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the level requirements for UO are no different than they were in CoD
it sounds as if you have everything right....
check that your gsc meets the minimum requirements by specifying "axis" and "allies"
@dct - i dont think it defaults back to dm - i think you just cant plant until a second player shows up
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| {R.E.D} Duke Justice |
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General Member Since: Mar 5, 2004 Posts: 66 Last: Sep 14, 2005 [view latest posts] |
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Category: CoDUO Mapping Posted: Monday, Oct. 11, 2004 08:51 pm |
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Thanks Drunken and Stryder
to answer some of your questions:
I did use the tut from Mr. Earp. I also read many threads on the CoD level design before posting here.
I read that I did not need the gsc since I compiled from a .map file. Maybe I am wrong.
I did try alone on another hq map, I can get in but can't plant without another player.
Did also try to start the map as dm and log someone else (my other pc on the lan, just like Wyatt) and change the g_gametype to hq... once it flipped to dm, the other time, the game just froze. I also removed all of my spawns/intermission to remake them in case. Recompiled, same result.
This map has other problems, such as I can't get the ambient light for mp_chateau to work in it... door sounds...
BUT THIS MAP DRIVES ME SO MUCH, I want to complete it.
If you could look at it, even briefly, I would appreciate it very much.
You can find it HERE!!!
Best regards
Duke
PS: The compiled map name is not the same as the gmm file... I changed my mind on the map name during the course of completion. |
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| drunkenclaptrap |
General Member Since: Mar 11, 2004 Posts: 310 Last: Nov 13, 2004 [view latest posts] |
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| {R.E.D} Duke Justice |
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General Member Since: Mar 5, 2004 Posts: 66 Last: Sep 14, 2005 [view latest posts] |
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| {R.E.D} Duke Justice |
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General Member Since: Mar 5, 2004 Posts: 66 Last: Sep 14, 2005 [view latest posts] |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Oct. 12, 2004 12:53 am |
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lol
ok...well this albertan will try and help you out...
i have the map but i wont get a chance to look at it until tomorrow after work |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Oct. 12, 2004 02:56 am |
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i believe i have found your problem straight away
this is an excerpt from the hq.gsc Quote:
| HQ
Objective: Set up HQ at a radio and run the other teams points down to 0 by not allowing them to have a HQ
Map ends: When one teams score reaches 0, or time limit is reached
Respawning: No wait / Near teammates
Level requirements
------------------
Spawnpoints:
classname mp_teamdeathmatch_spawn
All players spawn from these. The spawnpoint chosen is dependent on the current locations of teammates and enemies
at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.
Spectator Spawnpoints:
classname mp_teamdeathmatch_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.
Level script requirements
-------------------------
Team Definitions:
game["allies"] = "american";
game["axis"] = "german";
This sets the nationalities of the teams. Allies can be american, british, or russian. Axis can be german.
If using minefields or exploders:
mapsmp_load::main();
Radio Position information:
You can place the radios in your map file using a script_model, and targetname of "hqradio"
If you can't put the script_models into the map file (you only have the bsp) you can spawn the radios into the
map in the level script (see the official level scripts). Here is how you spawn them into the map via the script...
if (getcvar("g_gametype") == "hq")
{
//spawn radio 1
radio = spawn ("script_model", (0,0,0));
radio.origin = (-1167, -18611, 64);
radio.angles = (0, 82, 0);
radio.targetname = "hqradio";
//spawn radio 2
radio = spawn ("script_model", (0,0,0));
radio.origin = (111, -16064, 29);
radio.angles = (353, 47, 16);
radio.targetname = "hqradio";
}
and so on...
Optional level script settings
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Soldier Type and Variation:
game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "wehrmacht";
game["german_soldiervariation"] = "normal";
This sets what models are used for each nationality on a particular map.
Valid settings:
american_soldiertype airborne
american_soldiervariation normal, winter
british_soldiertype airborne, commando
british_soldiervariation normal, winter
russian_soldiertype conscript, veteran
russian_soldiervariation normal, winter
german_soldiertype waffen, wehrmacht, fallschirmjagercamo, fallschirmjagergrey, kriegsmarine
german_soldiervariation normal, winter
Layout Image:
game["layoutimage"] = "yourlevelname";
This sets the image that is displayed when players use the "View Map" button in game.
Create an overhead image of your map and name it "hud@layout_yourlevelname".
Then move it to mainlevelshotslayouts. This is generally done by taking a screenshot in the game.
Use the outsideMapEnts console command to keep models such as trees from vanishing when noclipping outside of the map.
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although you dont need to set your radio positions in the gsc as you have them in the map ... there are certain things that are required in the gsc to make hq work
at the very least your gsc should look like this Code:
| main()
{
mapsmp_load::main();
game["allies"] = "british";
game["axis"] = "german";
game["british_soldiertype"] = "commando";
game["british_soldiervariation"] = "normal";
game["german_soldiertype"] = "wehrmacht";
game["german_soldiervariation"] = "normal";
game["attackers"] = "allies";
game["defenders"] = "axis";
} |
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place that in a confrontation.gsc within the maps/mp folder and your hq should work |
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| {R.E.D} Duke Justice |
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General Member Since: Mar 5, 2004 Posts: 66 Last: Sep 14, 2005 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Oct. 12, 2004 04:34 am |
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Stryder.
Thanks for the help.
I tried your suggestion with variations (allies american or british), and it did not work.
The confrontation.gsc is present in maps/mp in the pk3, I effectively have british in dm and tdm... so it reads it... But no hq again.
I put the revision of the pk3 HERE!!! with the .map
There could be something else wrong...
Best regards
Duke |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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