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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
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Author Topic: Starting out in Blackhawk ?
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 10:51 pm
Hey, me and my friend are going to work cooperativly to make an SP map. the design is calling for the player to start in a heli then rope down. Im completely stumped as how to go about doing this. The problem is i cant look at the dev's map and cross reference with the scripts provided. So basically i have no clue what alot of the things mean. Has anyone has sucess in setting up a heli? Let alone making it move with the player in it?

I just need a push in the right direction, or examples on doing it lol.[casanova]
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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: Wednesday, Feb. 27, 2008 11:06 pm
I got a heli with AI and player in it moving in early version of a bank map I was working on, just could never get the player situated properly in it. Tried all the tags on the heli, but none worked, so I guess they did some weird scripting to get the player situated right.

Here's what I had for the heli:
"script_vehicle_lights_on" "1"
"script_team" "allies"
"script_attackai" "0"
"target" "auto2"
"angles" "0 60 0"
"targetname" "blackhawk_intro"
"origin" "-5884.5 -2480.5 1591.1"
"script_vehicleride" "1"
"script_godmode" "1"
"vehicletype" "blackhawk"
"model" "vehicle_blackhawk_sas_night"
"classname" "script_vehicle"

I used script_origins, but script_structs work too, for pathing.
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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 11:47 pm
Did you connect player and AI via .gsc or was it all in radiant? if so can i see your .gsc you used plz? I think i can find the different heli tags, cause i know they used a wierdo one, not like a normal seat or position.
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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: Thursday, Feb. 28, 2008 12:59 am
GSC.
Most of the stuff you can do below (spawning heli, getting the rotors to move, attaching the AI, etc...) with script_vehicle* KVPs, I just decided to do it by hand in script. [crazy]

Code:
helicopter_intro()
{
	MusicPlayWrapper("bank_heist_intro_music"); 
	
	price = getent ( "price", "targetname" );
  pilot = getent ( "pilot", "targetname" );
  sas2 = getent ( "sas2", "targetname" );
	
	price.animname = ( "price" );
	pilot.animname = ( "sas1" );
	sas2.animname = ( "sas2" );
	
	guy = [];
	guy[0] = price;
  guy[1] = sas2;
	
	blackhawk = getent( "blackhawk_intro", "targetname" ); // Get the entity
	blackhawk.animname = "blackhawk"; // Assign an animation name reference
	vehicle_init( blackhawk );
	blackhawk thread rotor_anim(); // Get the rotors to move
	
	//level.player allowCrouch( false );
	//level.player disableweapons();
	
	guy[0] linkto( blackhawk, "tag_detach" );
	guy[1] linkto( blackhawk, "tag_detach" );
	pilot linkto( blackhawk, "tag_detach" );
	blackhawk thread anim_single( guy, "idle", "tag_detach" ); // Price + Sas partner
	blackhawk thread anim_loop_solo( pilot, "idle", "tag_detach" ); // Pilot
	
	cigar = spawn("script_model", price gettagorigin("tag_inhand") );
	cigar.angles = price gettagangles("tag_inhand");
	cigar linkto(price, "tag_inhand");
	cigar setmodel("prop_price_cigar");
	playfxontag (level._effect["cigar_glow"], cigar, "tag_cigarglow");
	cigar thread priceCigarDelete();
	
	level.player playerlinktodelta( blackhawk, "tag_playerride");
	level.player allowCrouch( false );
	level.player disableweapons();
	
	wait 0.5; // Allow some time for everyone to get situated in the helicopter

	thread goPath( blackhawk );
}

#using_animtree( "vehicles" );
blackhawk_anims()
{
	level.scr_anim[ "blackhawk" ][ "idle" ][ 0 ] 				= %blackout_bh_evac_heli_idle;
	level.scr_anim[ "blackhawk" ][ "landing" ] 					= %blackout_bh_evac_heli_land;

	
	level.scr_anim[ "blackhawk" ][ "rotors" ] 					= %bh_rotors;
	level.scr_animtree[ "blackhawk" ] 							= #animtree;

}
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Boltriflemaster
General Member
Since: Aug 22, 2006
Posts: 130
Last: Nov 7, 2008
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Friday, Feb. 29, 2008 12:08 am
thnx m8, im tring to get it working right now :D

Can you tell me what are the bare essential's that you need to add into your .gsc to get the heli simply floating in midair with rotors spinning, no pilots?

And thnx again for the help, ill post back results of my test.
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Boltriflemaster
General Member
Since: Aug 22, 2006
Posts: 130
Last: Nov 7, 2008
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Friday, Feb. 29, 2008 12:24 am
ok, ive tried and tried but ive gotten past the minor stuff ( missing assests etc..) and now im getting errors supposably within the Utility file and anim files? Im really stuck, can you pm on xfire ( boltriflemaster181) or here:? I cud rly use some expert help [biggrin]
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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: Friday, Feb. 29, 2008 01:30 am
Boltriflemaster writes...
Quote:
thnx m8, im tring to get it working right now :D

Can you tell me what are the bare essential's that you need to add into your .gsc to get the heli simply floating in midair with rotors spinning, no pilots?

And thnx again for the help, ill post back results of my test.


Just prespawn youre vehicle before _load, it's like
maps\_(vehicle_utility_here)::(blah blah blah);
Blah being the vehicle model.

I scripted it all which is a way longer process to do. Just make a heli, some spawner dudes, and a trigger. Make the trigger whatever you want (multiple, use, etc...), select it and the heli.

Press SHIFT+V to enter the vehicle GUI. Select spawn, and if you want, move (can be done from the same trigger).

Select the heli and the spawner dudes, and in the vehicle GUI select ride vehicle.

Heli should target script_structs, you can give them radiuses but not necessary.

Compile, launch your map, heli should move with AI inside it when you trigger the trigger.
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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: Friday, Feb. 29, 2008 01:33 am
Also, you might get some weird errors about collmaps stemming from common_scripts\utility and/or vehicle utility. Must be a bug with the tools if you get it too, as the collmaps should get compiled in the map during Cod2Map process.

I just edited the one line causing the error that was like dump = false (if there is no collmap), and set it true in the vehicle utility. Map works fine for me with dev_script now. :)
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tombana
General Member
Since: Jun 26, 2006
Posts: 2
Last: Dec 9, 2008
[view latest posts]
Level 0
Category: CoD4 SP Mapping
Posted: Thursday, Apr. 3, 2008 02:37 pm
Sparks. writes...
Quote:


Just prespawn youre vehicle before _load, it's like
maps\_(vehicle_utility_here)::(blah blah blah);
Blah being the vehicle model.



vehicle_utility_here is that a script like maps\_blackhawk.gsc
so a standerd script??
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