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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Moving tanks and vehicles in sp?
coldzero
General Member
Since: Jun 29, 2004
Posts: 63
Last: Jan 16, 2007
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Sunday, Oct. 17, 2004 06:19 pm
how can i let tanks and vehicles move in SP because there is no tutorials about it and also no one by CoD. Moving your squad is the same as CoD i think or not? but i need to know how to move tanks and vehicle's. And you also need a .gsc file?
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Pvt.Palumbo(DirtyWop)
General Member
Since: Jul 11, 2004
Posts: 27
Last: Jun 29, 2008
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Monday, Oct. 18, 2004 05:25 am
i don't know about making tanks and vehicles in sp, but i can help you with your .gsc. From what i understand, a .gsc tells COD and COD:UO what to precache in your map, what weapons you start with, just bits and pieces that customize your map. To make a .gsc, all you need to do is open notepad TURN OFF WORDWRAP!!!! (thanks Bodger2) and insert this:

main()
{
maps\_load::main();
level.player takeallWeapons();
level.player giveWeapon("m1carbine");
level.player giveWeapon("colt");
level.player giveWeapon("fraggrenade");
level.player switchToWeapon("m1carbine");
}

that's a start. Save it as yourmapname.gsc. Inside (My Computer) on XP, at the top: click TOOLS, then FOLDER OPTIONS, tab over to VIEW, scroll down to the bottom, and UN-check Hide extensions for known file types. Make sure to save the .gsc with the .gsc extension, delete the .txt extension. Make sure that your .gsc includes the begging and ending brackets on seperate lines. Make sure that you have NO trailing spaces and that each entry is on a different line. (i.e. - level.player giveWeapon("m1carbine"); is started on a seperate line than level.player giveWeapon("colt");. Also notice that giveWeapon tells COD and COD:UO what weapons to give the player while switchToWeapon tells what weapon will be drawn when the map is started. You could substitute m1carbine with say: m1garand, or BAR, or even kar98k. Oh, don't forget to save your new .gsc in the same folder as your .bsp (i.e. - C\:Program Files\Call of Duty\maps) I really hope that helped. Also, search the forums for .gsc, it helped me alot.
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Fenix
General Member
Since: May 11, 2004
Posts: 80
Last: Nov 23, 2005
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Monday, Nov. 8, 2004 08:05 pm
Okay sorry for all the stupid posts while I was figuring it out. Here we go.

First read this tutorial and do what it says.

Now there are a few things you have to fix. The .gsc file that comes with the tut requires the truck to be named truck1, so you'll have to go back and do that. However if you just ctrl + k the trigger to the truck it will use the naming prepend you gave Gradient when you installed it so I reccomend this:

Select the truck. Press n to bring up entity values. Enter this:
Key: targetname
Value: truck1

Now select the trigger:
Key: target
Value: truck1

and it should link them without any hastle of prepends.

ALSO make sure you give your vehicle nodes a speed value, and give at least your starting node a look ahead value. If you don't, the vehicle will teleport and the Germans will go flying through the air after it. Very funny to watch, but not very functional for an SP level.

As for turning the vehicle, once you have completed the above steps and you select a node it should should a path of red arrows that the vehicle will take. Use info vehicle node rotate nodes to make it turn. Make sure you rotate them to get the red arrow path the way you want.

The only problem I have found is that if you destroy the vehicle it keeps moving. This may be because I did not set look ahead values for more than the beginning node, but I'm not sure.

And as a side note, someone may want to add that little bit to the tut about naming the truck, just incase.
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