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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: Please list exact steps to add sd to map
Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Friday, Mar. 21, 2008 04:36 pm
Could someone please list the exact steps using the prefab a and b bombsites to setup sd in a map? Please include any scripting references etc.

Thanks
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SpeedHighway
General Member
Since: Apr 30, 2005
Posts: 494
Last: Apr 9, 2008
[view latest posts]
Level 5
Category: CoD4 MP Mapping
Posted: Friday, Mar. 21, 2008 04:50 pm
This is around in various places, but I consolidated it all for a response to this in the private area on the 10-78 forums. Here you go, hope it helps.

--------------------------------------------------------------------------------

IW actually simplified this drastically from previous versions...

First, off place your spawns.

Attackers are placed by right clicking on the 2D area and choosing MP -> SD -> Spawn -> attacker.

Defenders are done the same way at MP -> SD -> Spawn -> Defender

Now next to the attackers, somewhere obvious, you must place the bomb. I know we don't use it (with multi-bomb on) but it is required for S&D to be in the map.

Right click on the 2D and choose Misc - Prefab.

Press N on the model and choose prefabs/mp/sd_bomb.map

Now place the bomb sites.

Use the same method as before, but as the model use prefabs/mp/sd_bombzone_nuke_a.map and prefabs/mp/sd_bombzone_nuke_b.map. (Hopefully we can use other graphics for a bomb site besides those. I will definitely be looking into that as I hate the current bombs and they don't fit my maps.)

Thankfully these prefabs come set up for us so we don't have to do all of the dirty work like we used to.

Now you must just create the script file to define everything.
Call the file mp_mapname.gsc
Quote:
main()
{
maps\mp\_load::main();

game["allies"] = "sas";
game["axis"] = "russian";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".1");
setdvar("r_glowbloomintensity1",".1");
setdvar("r_glowskybleedintensity0",".1");
setdvar("compassmaxrange","1500");

}


You can, of course, change who is attacking and defending in that script and what everyone is wearing.

Place that .gsc (script) file into Call of Duty 4 Root Folder/raw/maps/mp/ and make sure to re-do your fastfile for the map. S&D should be good to go.

--------------------------------------------------------------------------------

All of the above information can be found at:
http://www.infinityward.com/wiki/index.php?title=MP_Mapping and
http://www.modsonline.com/Tutorials-read-447.html
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jmeyer1980
General Member
Since: Feb 26, 2008
Posts: 24
Last: Mar 28, 2008
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Monday, Mar. 24, 2008 01:00 am
i have done this. to the T... but for some reason the bomb will not pick up and doesnt have the "bomb" icon above it.
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Nemo06c
General Member
Since: Jul 23, 2006
Posts: 303
Last: Feb 9, 2010
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Level 5
Category: CoD4 MP Mapping
Posted: Monday, Mar. 24, 2008 02:14 am
SpeedHighway writes...
Quote:
...
Thankfully these prefabs come set up for us so we don't have to do all of the dirty work like we used to...


Are you sure about that?. I follow exactly what you wrote and like jmeyer1980 the bomb doesn't show, no icon, bombsites are there but nothing is happening.
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SpeedHighway
General Member
Since: Apr 30, 2005
Posts: 494
Last: Apr 9, 2008
[view latest posts]
Level 5
Category: CoD4 MP Mapping
Posted: Tuesday, Mar. 25, 2008 02:49 pm
Sorry, I didn't check this for a couple of days.

Yeah, I'm sure. What does your bomb look like in the editor? It should look like a pack of TNT. It will change to a briefcase when in game.

It's very possible that I somehow left out a step for this short tut, and I will update if that's the case, but at the moment, I don't see an issue.

One thing I did leave out that one of our didn't do is to make sure that you have a global_intermission somewhere in your map. (If you don't do this the map will run, but it will crash once the map ends)
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monkeymanuk
General Member
Since: Feb 28, 2008
Posts: 2
Last: Mar 27, 2008
[view latest posts]
Level 0
Category: CoD4 MP Mapping
Posted: Wednesday, Mar. 26, 2008 10:33 am
ok, i need some guidance on this, I also have done all that you have said and this is the same method in countless other tut's i've read and thankfully I get S&D working, however when I load the map on any other gametype than S&D the destroyed bombsite graphics are still on my map. How the hell do you get rid of the flags and bombsites when you are not playing their respective gametypes???[banghead]
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SpeedHighway
General Member
Since: Apr 30, 2005
Posts: 494
Last: Apr 9, 2008
[view latest posts]
Level 5
Category: CoD4 MP Mapping
Posted: Wednesday, Mar. 26, 2008 02:47 pm
As long as you have the GSC correct and you are using the bombsite prefabs there is no reason for them to show up in another game mode. They are all pre-set with bombsite as the game mode, which means they can ONLY appear in S&D. Unless you are making your bombsite by hand via one of the COD2 or CODUO tutorials, there should be no reason for this, at all.
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monkeymanuk
General Member
Since: Feb 28, 2008
Posts: 2
Last: Mar 27, 2008
[view latest posts]
Level 0
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 27, 2008 11:25 am
yeah, monkey @ noob. I renamed the .gsc file _b2 instead of _b3 which is the latest name of my map. Everything seems to be working fine now. Thnx for reply anyway.

Also, i have been going through this forum a lot for help on small things that have failed to learn during my mapping experiance and have found that a lot of people don't understand just how important the .gsc file is in ensuring that scripts work when putting in Multiplayer Scripts and prefabs. You MUST have the .gsc made and in the right place calling the main game files to ensure that all the MP prefabs work correctly.
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Aloucard
General Member
Since: Jan 31, 2007
Posts: 110
Last: Jun 19, 2013
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 27, 2008 12:17 pm
It isn't the same steps as we had on CoD 2 or even the UO ?? As speed says have a look at the video Tut section for Uo or CoD2, they
have some very enlighted videos there . . .

edited on Mar. 27, 2008 08:19 am by Aloucard
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SpeedHighway
General Member
Since: Apr 30, 2005
Posts: 494
Last: Apr 9, 2008
[view latest posts]
Level 5
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 27, 2008 06:58 pm
No, aloucard, COD4 provided prefabs so that we don't have to go through all the step. They can still be made in the old method, or you can simplify things by using the prefabs. The prefabs are set up using the old methods.
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