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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: [TUTORIAL] JUMP PADS
Marshall2006
General Member
Since: May 1, 2006
Posts: 180
Last: Oct 24, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Sunday, Feb. 10, 2008 09:36 pm
Now you want to bounce?

===========================

Jump Pads ~ Quake III style



===========================

Create your landing zone..



Create the trigger.

Texture it with Trigger. Filter settings: Usage > Tools

Right click your brush, Trigger > Multiple

Press the N key twice.

Enter the following Values:

Code:
Key: targetname<br />
<br />
Value: jump




===========================

The Origins

===========================

Rightclick, script > origin

Place it where you want to jump from.



Make sure it's 4 units off the ground. (effect purposes)

Give it the following Values:

Code:
Key: targetname<br />
<br />
Value: glow




Copy and Paste the origin 4 times.

Place them like below:



Start adding Values to each origin, starting from the closest to the ..

.. parent origin, moving to the furthest.

Pasted Origin #1

Code:
Key: targetname<br />
<br />
Value: air1


Code:
Key: target<br />
<br />
Value: air2


Pasted Origin #2

Code:
Key: targetname<br />
<br />
Value: air2


Code:
Key: target<br />
<br />
Value: air3


Pasted Origin #3

Code:
Key: targetname<br />
<br />
Value: air3


Code:
Key: target<br />
<br />
Value: air4


Pasted Origin #4

Code:
Key: targetname<br />
<br />
Value: air4


The origins with the values of, for example air1, represent the flight path.

The more you add, the smoother the flight is.

Note:

Keep note of the height difference between the jumpad and the landing.

===========================

The .GSC

===========================

Copy the following into your .GSC file:

Code:
main()<br />
<br /><br />
<br />
{
	//maps\mp\mp_hill_fx::main();
	maps\mp\_load::main();<br />
<br />
	//maps\mp\_compass::setupMiniMap("compass_map_mp_hill");<br />
<br />
	//VisionSetNaked( "mp_hill" );
	//ambientPlay("ambient_hill");<br />
<br />
	game["allies"] = "sas";
	game["axis"] = "russian";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "woodland";
	game["axis_soldiertype"] = "woodland";<br />
<br />
	setdvar( "r_specularcolorscale", "1" );<br />
<br />
	thread jumper();<br />
<br />
}<br />
<br />
jumper()
{
jumpx = getent ("jump","targetname");
glow = getent ("glow","targetname");
air1 = getent ("air1","targetname");
air2 = getent ("air2","targetname");
air3 = getent ("air3","targetname");
air4 = getent ("air4","targetname");<br />
<br /><br />
<br />
	level._effect[ "beacon_glow" ] = loadfx( "misc/ui_pickup_available" );
	maps\mp\_fx::loopfx("beacon_glow", (glow.origin), 3, (glow.origin) + (0, 0, 90));<br />
<br /><br />
<br />
	while (1)
	{
	jumpx waittill ("trigger",user);
		if (user istouching(jumpx))
		{<br />
<br />
		//throw = user.origin + (100, 100, 0);
		air = spawn ("script_model",(0,0,0));<br />
<br />
		air.origin = user.origin;
		air.angles = user.angles;
		user linkto (air);
		time = 1;
            air moveto (air1.origin, 1);
		wait 1;
            air moveto (air2.origin, 1);
		wait .5;
            air moveto (air3.origin, 1);
		wait .5;
            air moveto (air4.origin, 1);<br />
<br /><br />
<br />
		//air moveto (throw, time, 0.5,0.5);
		//air moveto (throw, time, 0.5,0.5);
		wait 1;
		user unlink();
		wait 1;
		}
	}
}


Here's the finishing product:



Don't forget, take my map source and revise my method!

Download map file!

Original Post found here.



Share |
Marshall2006
General Member
Since: May 1, 2006
Posts: 180
Last: Oct 24, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, Feb. 11, 2008 12:20 am
bump ~ for admin
Share |
Marshall2006
General Member
Since: May 1, 2006
Posts: 180
Last: Oct 24, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, Feb. 11, 2008 01:06 am
Added more:

=================================================================

Changing 'flight speed' ~ speed that you travel to the land zone, and each origin.

=================================================================

Look at this line:

Code:
            air moveto (air1.origin, 1);


In order to change the speed, just change the following number:

air moveto (air1.origin, 1);

Play around with the speed, for example it could end up like:

Code:
            air moveto (air1.origin, 2);


or

Code:
            air moveto (air1.origin, .5);


maybe even

Code:
            air moveto (air1.origin, .1);


Just be sensible.




=================================================================

Changing 'air time' ~ a pause whilst waiting to travel to the next origin.

=================================================================

Take a look at your .GSC file:

Code:
main()


{
	//maps\mp\mp_hill_fx::main();
	maps\mp\_load::main();

	//maps\mp\_compass::setupMiniMap("compass_map_mp_hill");

	//VisionSetNaked( "mp_hill" );
	//ambientPlay("ambient_hill");

	game["allies"] = "sas";
	game["axis"] = "russian";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "woodland";
	game["axis_soldiertype"] = "woodland";

	setdvar( "r_specularcolorscale", "1" );

	thread jumper();

}

jumper()
{
jumpx = getent ("jump","targetname");
glow = getent ("glow","targetname");
air1 = getent ("air1","targetname");
air2 = getent ("air2","targetname");
air3 = getent ("air3","targetname");
air4 = getent ("air4","targetname");


	level._effect[ "beacon_glow" ] = loadfx( "misc/ui_pickup_available" );
	maps\mp\_fx::loopfx("beacon_glow", (glow.origin), 3, (glow.origin) + (0, 0, 90));


	while (1)
	{
	jumpx waittill ("trigger",user);
		if (user istouching(jumpx))
		{

		air = spawn ("script_model",(0,0,0));

		air.origin = user.origin;
		air.angles = user.angles;
		user linkto (air);
		time = 1;
            air moveto (air1.origin, 1);
		wait 1;
            air moveto (air2.origin, 1);
		wait .5;
            air moveto (air3.origin, 1);
		wait .5;
            air moveto (air4.origin, 1);

		wait 1;
		user unlink();
		wait 1;
		}
	}
}


Go to the part with the following:

Code:
            air moveto (air1.origin, 1);
		wait 1;
            air moveto (air2.origin, 1);
		wait .5;
            air moveto (air3.origin, 1);
		wait .5;
            air moveto (air4.origin, 1);


After each movement, e.g "air moveto (air1.origin, 1);"..

.. there is a wait time.

You can see I speed the last two transitions up,

To make it more realistic.. play around with the speeds.

NOTE:

If you make them too short a wait.. you can completely skip one transition,

therefore glitching your pad. So make sure you leave enough time for the player to move..

.. to the next origin, but low enough so there isn't a hang in the air.

This depends on the distance of your origins.

So below:

Code:
air moveto (air1.origin, 1);
		wait 1;


You could change to:

Code:
air moveto (air1.origin, 1);
		wait .3;


To make a shorter timeout in the air.


Share |
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Monday, Feb. 11, 2008 01:47 am
thx for tutorial

i think movegravity would be better (smoother)

and getentarray for script_origins + 2 for-loops would allow variable amounts of them OR first script_origin "targetname=air", link it to second, second to third, etc. and obtain next connected script_origin via for-loop

question: does punkbuster kick for this? Looks like cheating if flying through the air. But if it's serverside, pb should allow it.

edited on Feb. 10, 2008 08:49 pm by Sevenz
Share |
Marshall2006
General Member
Since: May 1, 2006
Posts: 180
Last: Oct 24, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, Feb. 11, 2008 01:50 am
No sevenz it won't kick you.

And these origins are better.

edited on Feb. 10, 2008 08:50 pm by Marshall2006
Share |
Marshall2006
General Member
Since: May 1, 2006
Posts: 180
Last: Oct 24, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, Feb. 11, 2008 03:15 pm
Bump ~ admin I need you to edit it.

You submitted my tutorial,

but made a complete ass of the script.
Share |
elyas
General Member
Since: Jul 3, 2008
Posts: 63
Last: Jun 7, 2010
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, Jul. 22, 2008 03:08 pm
i have followed every step and at running map i get script command error, undefined i not an object.
how can i solve this.
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD4 MP Mapping
Posted: Tuesday, Jul. 22, 2008 03:44 pm
Post the EXACT error (with line number etc.) and post your script please.
Share |
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