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

Members Online

»
0 Active | 7 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 4
Category: CoD4 SP Mapping
CoD 4 mapping and level design for single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: CoD 4 Vehicle Scipt
The-Jack
General Member
Since: May 1, 2006
Posts: 50
Last: Dec 28, 2011
[view latest posts]
Level 2
Category: CoD4 SP Mapping
Posted: Friday, Feb. 22, 2008 01:49 pm
Hello People

I have a Problem with the SP Vehicle Scripts i can not use the scripts from CoD 2 !!
Share |
novemberdobby
General Member
Since: Sep 17, 2006
Posts: 1965
Last: Oct 13, 2013
[view latest posts]
Level 8
Forum Moderator
Category: CoD4 SP Mapping
Posted: Friday, Feb. 22, 2008 01:53 pm
Well I should hope so, they're two different games. What exactly happens when you try?
Share |
The-Jack
General Member
Since: May 1, 2006
Posts: 50
Last: Dec 28, 2011
[view latest posts]
Level 2
Category: CoD4 SP Mapping
Posted: Friday, Feb. 22, 2008 02:11 pm
Ok here a Pic

Screenshot
Share |
novemberdobby
General Member
Since: Sep 17, 2006
Posts: 1965
Last: Oct 13, 2013
[view latest posts]
Level 8
Forum Moderator
Category: CoD4 SP Mapping
Posted: Friday, Feb. 22, 2008 02:34 pm
Ok, well add:

maps\m1a1::main("vehicle_m1a1_abrams");

to your map script, and see what happens. You'll also need a CSV line:

rawfile,maps\m1a1.gsc
Share |
The-Jack
General Member
Since: May 1, 2006
Posts: 50
Last: Dec 28, 2011
[view latest posts]
Level 2
Category: CoD4 SP Mapping
Posted: Friday, Feb. 22, 2008 03:10 pm
Ok you mean

CSV Line this

rawfile,maps/_m1a1.gsc and not this rawfile,maps\m1a1.gsc

and this have i normaly in the script

maps\_m1a1::main("vehicle_m1a1_abrams");

and is the same Error
Share |
SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Saturday, Feb. 23, 2008 05:11 am
Did you try running the game without developer_script?
I have my vehicles working fine in my map, but when I run the game with developer_script I get that error too even though I have that line in the GSC.
Share |
The-Jack
General Member
Since: May 1, 2006
Posts: 50
Last: Dec 28, 2011
[view latest posts]
Level 2
Category: CoD4 SP Mapping
Posted: Saturday, Feb. 23, 2008 11:34 am
I have test with developer_script and without developer_script and have the same problem.

Can you post you gsc ?
Share |
SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Tuesday, Feb. 26, 2008 06:33 pm
You don't need to script it. That's the hard way, there's an easier way to do all that without scripting. :)

Make your tank and a trigger to trigger the tank.
Select both, and press SHIFT+V to go into the vehicle GUI in Radiant.
Select Spawn, it'll close the GUI, open it again and select move, GUI will close.
Make the tank target the first vehicle node.

If you want the vehicle to delete itself at the end of the path, you can make a trigger and select the tank and trigger and select Delete in the vehicle GUI. Make sure that specific trigger has Vehicle checked in the entity window.

Keep your vehicle nodes, if you want to remake them, just use the GUI too (right side options).

Make sure the first vehicle node has StartNode checked in the entity window. Make sure all the vehicle nodes have speed and lookahead KVPs (key value pairs).

Also, maps\_m1a1::main( "vehicle_m1a1_abrams" );
should go before maps\_load.

You won't need the m1a1_setup() function anymore, it's all done through the vehicle KVPs. :)

Note: You also need to sync up a cullmap for the vehicle otherwise you'll get an error if you run developer_script, and you'll be able to walk through the tank.
I haven't figured out yet how to have the cullmaps to get associated with the vehicles, maybe someone else knows?

edited on Feb. 26, 2008 01:35 pm by Sparks.
Share |
The-Jack
General Member
Since: May 1, 2006
Posts: 50
Last: Dec 28, 2011
[view latest posts]
Level 2
Category: CoD4 SP Mapping
Posted: Wednesday, Feb. 27, 2008 04:25 pm
Thx Sparks

The Map work but onlye the tanks weels run not the tank

I use an script -> vehicle is this right ?

And what mean the game with this

Screen



edited on Feb. 27, 2008 11:29 am by Sgt.Jack
Share |
Boltriflemaster
General Member
Since: Aug 22, 2006
Posts: 130
Last: Nov 7, 2008
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Wednesday, Feb. 27, 2008 10:45 pm
Sparks, ive got a pretty good idea as to how to get vehicle collision. While reading though heli scripts, i found this:

Apparently, CoD4 devs create the collmap by just using some collision brushes in radiant, the linking it to the vehicle. To do this, they have to link to the the models "tag_origin" at point 0 0 0. Here is the example in which case the vehicle is a blackhawk.
Code:

blackhawk = spawn_vehicle_from_targetname( "rescue_blackhawk" );
	blackhawk_node = getent( "rescue_heli_org", "targetname" );



that should setup your basic blackhawk, for collmap its another 2 simple lines:
Code:

	blackhawk_collision = getent( "blackhawk_collision", "targetname" );
	blackhawk_collision linkto( blackhawk, "tag_origin", (0,0,0), (0,0,0) );


Basically what you have here is having the script just call on the blackhawk collision mesh, just like any other collmap, but then using the "linkto" command, it links it to the blackhawks origin, which from what i remember is a tag you enter while creating the model, directly in the center of the model. This should allign it directly with the body of the vehicle, and it should follow it when it moves via script/nodes.

Im not sure if this works, but it seems like it should.
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty 4 : CoD4 SP Mapping

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

»