Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 11 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: scripting stuff
Major_Lowrey
General Member
Since: Feb 15, 2007
Posts: 166
Last: Oct 24, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Thursday, Mar. 27, 2008 11:14 am
i am in the process of making a fairly large map and I am hoping to have some scripting to make it really cool. The scripting I need is:
how to make searchlights sweep across the sky (like sp dam)
put in plane engine noises around them
killed if you walk into the props of the planes
killed if you fall into water
injury w/ flames and barbed wire and electrical fences
flames and smoke
useable elevators
rotating radar dishes, windmills, and water wheels
radio noises
also if it would be possible, wounded guys on stretchers (like in the sp stalingrad (1st part) on the docks)
i think that is it
thanks
Share |
Goshawk
General Member
Since: Mar 1, 2007
Posts: 21
Last: Jan 7, 2009
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Thursday, Mar. 27, 2008 09:30 pm
For the searchlight and the rotating objects you should look at the manname.gsc for the maps that you have already seen those things happen in. Most of the scripting will be right there for you to pluck out and slap into your gsc.

I would imagine you would have to identify the objects involved with a script origin or something to like them to the script you are going to place in yourmap.gsc.

Take a look at the gsc for kursk for the rotating object and look in the dam map for the searchlight. The script in those gscs will call upon scripts that are already in the game, you just have to connect the dots.

if you load up the mp_foy map that comes with uotools you will find examples for most events and objects in there. Use those as a template for your own map.

For the water thing I would think that you would have to create a trigger that causes you to get hurt. You should be able to find that in there too. Just take the time to examine the info associated with each object you see. It helped me.
Share |
Lee
General Member
Since: Jan 20, 2006
Posts: 136
Last: Feb 10, 2010
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Thursday, Mar. 27, 2008 10:16 pm
I believe the Major is looking for someone to script the map, not information on how to. Large maps for UO are a pain in the ass by yourself.
Share |
Major_Lowrey
General Member
Since: Feb 15, 2007
Posts: 166
Last: Oct 24, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Mar. 31, 2008 03:52 pm
true lee
actually a bit of both of what you all said
Share |
Stephan212
General Member
Since: Jun 3, 2005
Posts: 187
Last: Aug 10, 2009
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Apr. 6, 2008 11:04 am
all the kill thingies and injuries are simple to resolve with use of an trigger_hurt. create an brush the size of the area you want the player to be hurt / killed. then give it an trigger texture. make it an trigger_hurt by rightclicking - trigger - hurt. open the entity box bij pressing 'n' give it an key of 'dmg' and and value of '100 for an kill, and something like 2 for the electric fence. the value is the amount of damage per second (players have 100 points life, so 100 is kill, 2 hurts)
Share |
Goshawk
General Member
Since: Mar 1, 2007
Posts: 21
Last: Jan 7, 2009
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Sunday, Apr. 6, 2008 01:20 pm
Its a good idea to create a hurt trigger at the bottom of your map that is just a little smaller than your x,y dimensions of your skybox.

This is a good way of murdering those pesky glitchers.
Share |
Major_Lowrey
General Member
Since: Feb 15, 2007
Posts: 166
Last: Oct 24, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Tuesday, Apr. 15, 2008 04:55 pm
you mean like people falling off the edge of the map?
Share |
Stephan212
General Member
Since: Jun 3, 2005
Posts: 187
Last: Aug 10, 2009
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Thursday, Apr. 17, 2008 12:08 pm
for example, yes. also for people who may find glitches in your map, and are walking on the bottem of your skybox, shooting people through your patches.
Share |
Major_Lowrey
General Member
Since: Feb 15, 2007
Posts: 166
Last: Oct 24, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Tuesday, Apr. 29, 2008 11:06 am
ok
well, i was set back about a year in my work as my computer got all screwy and to date i have had to do about 10 recoveries on it. [sad]
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Call of Duty : CoDUO Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»