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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Elevator
Wrecks
General Member
Since: Feb 16, 2008
Posts: 111
Last: Feb 7, 2009
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Level 4
Category: CoD4 MP Mapping
Posted: Friday, Mar. 14, 2008 01:14 am
Yeah, I just need 1 elevator. I would like sliding doors. Lighting isn't absolutely necessary but would be nice. Thanks for the info!
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Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
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Level 7
Category: CoD4 MP Mapping
Posted: Friday, Mar. 14, 2008 07:43 pm
I'm just putting the finishing touches to the file.

The movements are more or less hardcoded, relative to the elevator itself.

The elevator is based on two prefabs, with a top and bottom set of sliding gates. The script calculates the distance between the two prefabs to set the elevator height dynamically.

The script currently supports only one elevator (will have a look at making a multiple one).



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Wrecks
General Member
Since: Feb 16, 2008
Posts: 111
Last: Feb 7, 2009
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Level 4
Category: CoD4 MP Mapping
Posted: Friday, Mar. 14, 2008 07:46 pm
Awesome! This sounds perfect! Thanks so much! Can't wait to ride it! :)
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Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
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Level 7
Category: CoD4 MP Mapping
Posted: Friday, Mar. 14, 2008 08:02 pm
That sounds downright dodgy, lol

I have included a few extra things I made for this elevator (was originally for a friends map). These include indicator lights and movement gauge - I think I may have got a bit carried away :D

Writing a quick readme.

http://img153.imageshack.us/img153/2160/shot0330wf7.jpg

http://img88.imageshack.us/img88/6691/shot0331bt8.jpg
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coolguyty
General Member
Since: Jan 25, 2008
Posts: 148
Last: Mar 27, 2009
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Level 4
Category: CoD4 MP Mapping
Posted: Friday, Mar. 14, 2008 08:10 pm
good work....
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HarkoninVSC
General Member
Since: Jan 25, 2008
Posts: 294
Last: Apr 24, 2008
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Level 5
Category: CoD4 MP Mapping
Posted: Friday, Mar. 14, 2008 08:12 pm
Is it actually the "elevator" or is it a trigger limitation?

Are you using getent in conjunction with getentarray?

Are you using the linkto function at all?

Anyways the lights look cool I might have to use some myself.
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Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Friday, Mar. 14, 2008 08:18 pm
Its the elevator, the sample map includes four triggers, but the script caters for as many as you like. This uses getentarray as you say.

The doors and the cage (plus a number of other entities) are individual entities, so they are referred to specifically using getent.

I have used linkto succesfully in this script, but tended to make the elevator sdoors judder (I linked the doors to the cage) so I dropped this and just moved the doors in sync.

If you would like an example of a linkto script then please shout!

edited on Mar. 14, 2008 04:18 pm by Pedro699
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Wrecks
General Member
Since: Feb 16, 2008
Posts: 111
Last: Feb 7, 2009
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Level 4
Category: CoD4 MP Mapping
Posted: Friday, Mar. 14, 2008 08:33 pm
Looks awesome! Just what I have been going for! Do you have the files available? [2guns]
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Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
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Level 7
Category: CoD4 MP Mapping
Posted: Friday, Mar. 14, 2008 08:54 pm
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]
Level 5
Category: CoD4 MP Mapping
Posted: Friday, Mar. 14, 2008 09:05 pm
I'm interested in the linkto example, mind posting it? Or as you put it, shout.

Lol.

Oh and I'm looking at your code now, holy s&*& theres alot in there.

edited on Mar. 14, 2008 05:13 pm by HarkoninVSC
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