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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: Hey will someone make a dom tutorial??
focio
General Member
Since: Oct 1, 2004
Posts: 119
Last: Mar 10, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Thursday, Oct. 28, 2004 03:53 pm
As the topic says.....
I want to add DOM gametype to my map but don't know how
I don't want bunkers just flags like in Kharkov
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Starlight
General Member
Since: Feb 26, 2004
Posts: 127
Last: Sep 11, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Oct. 29, 2004 05:50 pm
[devilishgrin] There is a very easy way. I have done it for my map, but untill I can get 2 people to test it I cannot be 100% certain.

Anyway with just little old me running around it appears that it should work.

Here is the BIG SECRET -------

Open up the UO_FOY test map, turn off all but the DOM layer

Copy the contents (Flags, and spawn points) to your map in a new layer. Move the flags and their associated spawns until your happy.

Compile

Go PLAY [twoguns] lol


---------------------------- Addendum -------------------

This wil probably work for CTF and BASE ASSAULT as well.

And I know its a chickens way of getting the game types into your map but hey if it works and you can use it then lets say ---Thanks to the boys for giving us such a complete map in Foy to rip apart and learn / copy from [casanova]
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focio
General Member
Since: Oct 1, 2004
Posts: 119
Last: Mar 10, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Oct. 29, 2004 06:17 pm
THX but I wanna do it my self sometimes when ur copying somthing from one map to other it freaks in the game
but thx anyway [tongue]
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(R)ough(R)ider
General Member
Since: Mar 8, 2004
Posts: 67
Last: Nov 12, 2004
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Tuesday, Nov. 2, 2004 11:44 pm
Here is a quick tutorial from pakuo1 maps/mp/gametypes:
Code:
 Domination
Objective: Each team needs to try and capture all of the flags. Multiple people capturing a flag will make the capture
happen quicker.
Round ends: When one team captures all of the flags, or roundlength time is reached
Map ends: When one team reaches the score limit, or time limit or round limit is reached
Respawning: Players will respawn in waves after a given time. As flags are captured by a team they can open up new
spawn points. As flags are lost a team can lose spawn points.

Level requirements
------------------
Allied Spawnpoints:
classname mp_uo_spawn_allies
Allied players spawn from these. Place near the main allied base/side.

classname mp_uo_spawn_allies_secondary
Allied players spawn from these as the related flags are captured. Place near the associated flags.
The flag trigger that these are associated with should target the spawn.

Axis Spawnpoints:
classname mp_uo_spawn_axis
Axis players spawn from these. Place near the main allied base or side.

classname mp_uo_spawn_axis_secondary
Axis players spawn from these as the related flags are captured. Place near the associated flags.
The flag trigger that these are associated with should target the spawn.

Spectator Spawnpoints:
classname mp_uo_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.

Capture Area(s):
classname trigger_multiple
targetname flag(number) (where (number) is the number of the flag)
target Optionally can target spawn points. When this flag is held then the spawn points will
be available.
script_gameobjectname dom
There should be one of these for each of the flags.

Neutral Flag Model(s):
classname script_model
script_gameobjectname dom
model Model file for the neutral flag.
targetname flag(number)_neutral. The number should be the same as the trigger_multiple it is associtated with

Allies Flag Model(s):
classname script_model
script_gameobjectname dom
model Model file for the neutral flag.
targetname flag(number)_allies. The number should be the same as the trigger_multiple it is associtated with

Axis Flag Model(s):
classname script_model
script_gameobjectname dom
model Model file for the neutral flag.
targetname flag(number)_axis. The number should be the same as the trigger_multiple it is associtated with


This is what I used to do dom in my map. I think you also need this in your .gsc:
Code:
 	flag1 = getent("flag1","targetname");
flag1.script_timer = 5;
flag1.description = (&"GMI_DOM_FLAG1_MP_PONYRI");

flag2 = getent("flag2","targetname");
flag2.script_timer = 5;
flag2.description = (&"GMI_DOM_FLAG2_MP_PONYRI");

flag3 = getent("flag3","targetname");
flag3.script_timer = 5;
flag3.description = (&"GMI_DOM_FLAG3_MP_PONYRI");

flag4 = getent("flag4","targetname");
flag4.script_timer = 5;
flag4.description = (&"GMI_DOM_FLAG4_MP_PONYRI");

flag5 = getent("flag5","targetname");
flag5.script_timer = 5;
flag5.description = (&"GMI_DOM_FLAG5_MP_PONYRI");


Of course, you can change the flag description. The timer is the amount of time to capture. I'm not exactly sure what this script is for, and it might work without it, but i noticed it in all of the mp maps i looked at.
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