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Topic: Elevator |
| Wrecks |
General Member Since: Feb 16, 2008 Posts: 111 Last: Feb 7, 2009 [view latest posts] |
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| Pedro699 |
General Member Since: Jun 19, 2006 Posts: 781 Last: Dec 18, 2010 [view latest posts] |
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| Wrecks |
General Member Since: Feb 16, 2008 Posts: 111 Last: Feb 7, 2009 [view latest posts] |
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| Pedro699 |
General Member Since: Jun 19, 2006 Posts: 781 Last: Dec 18, 2010 [view latest posts] |
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| coolguyty |
General Member Since: Jan 25, 2008 Posts: 148 Last: Mar 27, 2009 [view latest posts] |
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| HarkoninVSC |
General Member Since: Jan 25, 2008 Posts: 294 Last: Apr 24, 2008 [view latest posts] |
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| Pedro699 |
General Member Since: Jun 19, 2006 Posts: 781 Last: Dec 18, 2010 [view latest posts] |
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| Wrecks |
General Member Since: Feb 16, 2008 Posts: 111 Last: Feb 7, 2009 [view latest posts] |
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| Pedro699 |
General Member Since: Jun 19, 2006 Posts: 781 Last: Dec 18, 2010 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Friday, Mar. 14, 2008 08:54 pm |
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As Requested
I hope all the files are included, but let me know if you get any glaring errors.
To Mods: feel free to add this file to the utilities / sample section if you wish
To everyone else: you can do whatever you like with these files.
If you have any problems get in touch - xfire is the most effective way of getting hold of me.
Quote: ///////////////////////////////////
//
// Test Elevator Map Readme
//
// Author: :Uk-haS:Robinson
//
// Contact:-
// Xfire:tee699
// PM @ modsonline: Pedro699
//
//////////////////////////////////////////
Contents
---------
- mp_testelevator.map // test map file
- prefabs/gatesTop.map // Top gates elevator prefab
- prefabs/elevatorcage.map // Bottom gates and elevator cage itself
- maps/mp/mp_testelevator.gsc // all inclusive map script
- fx/misc/lift_light_red.efx // These three are required fx file for elevator indicator lights (sorry, we call them 'lifts' in the UK :P )
- fx/misc/lift_light.efx
- fx/misc/lift_light_green.efx
- readme.txt
Intro
-------
This zip file includes all required files to compile and run a working map with interactive elevator.
This readme assumes you are familiar with compiling and running a COD4 custom multiplayer map.
Anyone is welcome to CHANGE, MODIFY, or otherwise COPY any of the parts of this file.
I won't insist on giving credit, but if you make something really neat as a consequence or have found
this useful then let me know ;-)
The script is largely based on the COD1 tutorial elevator script from modsonline.com, but has
been changed, modified and hacked about to add some extra things.
Features
---------
- Moving elevator cage
- sliding gates to block access to elevator shaft/cage
- player clip to ensure gates are clear before closing
- moving height gauge, indicating the elevator position
- flashing / static indicator lights showing elevator status.
- trigger disable while elevator is moving
Unpacking
---------
This zip file contains three .map files.
mp_testelevator.map should be placed in the "call of duty 4/map_source" folder.
gatesTop.map and elevatorcage.map should be placed in the "call of duty 4/map_source/prefabs" folder.
mp_testelevator.gsc should be placed in the "call of duty 4/raw/maps/mp" folder.
The three .efx files should be placed in the "call of duty 4/raw/fx/misc" folder.
Running the map
---------------
If the included files have been placed in the correct locations, then the map can be compiled and run straight away.
1. Launch the compileTools.exe programme and go to the 'level compiling' tab.
2. Click the 'refresh' link if necessary to make 'mp_testelevator'appear in the list
3. Compile BSP
4. Build fast file
5. Run the map and exit once loaded
6. Update the zone file and compile reflections
7. Re-compile bsp
8. Build fast file and run map
Explanation of files
--------------------
1. mp_testelevator.map
mp_testelevator.map is a complete map file, and has a collection of brushes to demonstrate the elevator.
It contains all required entities for the map to run such as spawns and lighting.
It does not include any of the elevator functionality.
2. gatesTop.map
This .map file includes the top set of sliding gates as well as other entities used by the script.
3. elevatorcage.map
This .map file includes the bottom set of sliding gates, as well as the elevator cage itself and the cage's set of gates.
4. mp_testelevator.gsc
This is the map level script and contains all required code to run the map and elevator. I have commented the script to help understanding.
5. .efx files
These files are for the green and red indicator lights. They can be opened using the COD4 fx editor.
----------------
The two prefabs, gatesTop and elevatorcage, contain all the required brushmodels and entities for the elevator to move.
They must be positioned directly above each other, as in the example map.
The height between the two prefabs can be whatever you like - the script will adjust accordingly
The script does not handle a rotation of either prefab - expect weird behaviour if you do so!
Support
--------
I will support this file, and provide any help as requested.
You can use either of the methods in the header of this readme
happy mapping!
http://www.uk-has.co.uk/robbo/mp_testelevator.zip
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| HarkoninVSC |
General Member Since: Jan 25, 2008 Posts: 294 Last: Apr 24, 2008 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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