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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: looking for scripters
liltc64
General Member
Since: Feb 12, 2007
Posts: 906
Last: Oct 22, 2012
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Level 7
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Tuesday, Feb. 19, 2008 01:46 am
hey all me and my friend are good at maping but we need scripters thats our only weekness we know couple scripting but if u want to help out my xfire is asesinato666 and u can get xfire at and i would love it if someone would help thank you

www.xfire.com
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
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Level 8
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Tuesday, Feb. 19, 2008 02:47 am
Single player map?

If it's MP, you don't really need scripting unless you want to write up a whole new gametype, just use the stock MP scripts as a template.
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liltc64
General Member
Since: Feb 12, 2007
Posts: 906
Last: Oct 22, 2012
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Tuesday, Feb. 19, 2008 04:20 pm
it acctuly is Mp were working on a Zombie map in a mall and we need someone to script elivators or anything other traps we might want to make it a pretty niffty zombie map
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Garthogg
General Member
Since: Jan 29, 2008
Posts: 21
Last: Feb 6, 2009
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Level 1
Category: CoD2 Scripting
Posted: Wednesday, Apr. 9, 2008 06:03 am
Hey...,

I also a good mapper, an i ve got a server too:P
I could to help u, but the elevator turtoail doesent work:P, so i only could create moving scriptmodels...,
Like: Bridge, moving things, traps, doors, but its very easy so i will give u a link, where u could to leart it[thumbs_up]
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playername
Preferred Member
Since: Aug 24, 2006
Posts: 821
Last: Apr 15, 2011
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Level 7
Forum Moderator
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Wednesday, Apr. 9, 2008 09:28 pm
Garthogg, elevators should be made out of script bushmodels in the first place. Give give the brushes a name, make a trigger with a name, then code it using a simple script. Just copy the one below then change the names to what you used!

Code:

main() {
level.elevatorDown = true; // elevator starts at bottom: true/false
level.elevatorMoving = false; // elevator is not currently moving
thread elevator_start();
}

elevator_start() {
elevator = getentarray ("elevatorswitch","targetname");
if ( isdefined(elevator) )
for (i = 0; i < elevator.size; i++)
elevator[i] thread elevator_think();
}

elevator_think() {
while (1) {
self waittill ("trigger");
if (!level.elevatorMoving)
thread elevator_move();
}
}

elevator_move() {
elevatormodel = getent ("elevatormodel", "targetname");
level.elevatorMoving = true;
speed = 2; //Time in seconds.
height = 192; //THE HEIGHT!!! CHANGE THIS TO WHAT YOUR HEIGHT IS!!!!!!
wait (1);
if (level.elevatorDown)
{ // moves to top
elevatormodel playsound ("elevator1"); // sound definition for soundaliases.csv
wait (1);
elevatormodel moveZ (height, speed);
elevatormodel waittill ("movedone");
level.elevatorDown = false;
}
else
{ // moves to bottom
elevatormodel playsound ("elevator1"); // sound definition for soundaliases.csv
wait (1);
elevatormodel moveZ (height - (height * 2), speed);
elevatormodel waittill ("movedone");
level.elevatorDown = true;
}
level.elevatorMoving = false;
}

From CoD1 tutorial Elevator in Multiplayer
nullFew tips for coding.
1. Keep the script as short as possible.
2. Don't comment every line. Only comment portions where they may be needed to point something out.
3. Don't over complicate the script, keep it organized and easy to read.

These help you find simple errors and makes it easy to make changes.
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