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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Moving Tank in MP map
rob034
General Member
Since: Jan 30, 2007
Posts: 72
Last: Mar 5, 2010
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Friday, Apr. 18, 2008 02:42 pm
I want to test some different forms of movement of tanks in my test map.

Now like with planes you can give them a script origin to move to or script a move to in your gsc file, you can even let them turn.

Most models are not solid and I want to place a metal clip around the tank. In order to move the metal clip with the tank I need to merge the two. However when I select my tank and my clip and press W I get an error stating that 2 brushes need to be selected.

Is it not possible to merge a model with a clip brush. I thought it was.

edited on Apr. 18, 2008 10:42 am by rob034
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SporadiC
General Member
Since: Feb 23, 2008
Posts: 159
Last: Jan 3, 2011
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Level 4
Category: CoD2 MP Mapping
Posted: Friday, Apr. 18, 2008 03:08 pm
you can if you make a prefab out of it.

just open a new file in radiant, load the tank model, clip it and save it as you would a normal map. (make sure you save it in the prefab folder, its easiest to find again that way, I have all my prefabs in the prefab/customs folder)
then you can just load it up as you would any other prefab.


edit: oops, didn't notice this was teh cod2 mapping forums.. I dont know if they have prefabs in cod2 :S

edited on Apr. 18, 2008 11:09 am by SporadiC
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoD2 MP Mapping
Posted: Friday, Apr. 18, 2008 03:13 pm
he wants to link them together so they move together

make the clip a brushmodel and tank a script_model

link the tank to the brushmodel with
self linkto(tank);
then make the brushmodel move by scripts
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rob034
General Member
Since: Jan 30, 2007
Posts: 72
Last: Mar 5, 2010
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Level 3
Category: CoD2 MP Mapping
Posted: Monday, Apr. 21, 2008 06:56 am
This self link to is this different than using W cause I noticed that pressing W not always links the two together.
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoD2 MP Mapping
Posted: Monday, Apr. 21, 2008 08:18 am
linkto is a script command
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rob034
General Member
Since: Jan 30, 2007
Posts: 72
Last: Mar 5, 2010
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Level 3
Category: CoD2 MP Mapping
Posted: Monday, Apr. 21, 2008 08:22 am
So this is something you do during scripting and not in radiant?
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rob034
General Member
Since: Jan 30, 2007
Posts: 72
Last: Mar 5, 2010
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Tuesday, Apr. 22, 2008 10:54 am
I was wondering what the best way would be to move your tank through the map.
You can use a script_origin and make a script similar to that as planes or you can use a moveto command.

Can anyone tell me if its possible to move the tank to different script_origins. So that you make different way points in your map with a script_origin and let your tank drive to them one by one. And how would you script this.

I know its possible using a moveto and rotateto command but was wondering if you can do it in another way.
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Tuesday, Apr. 22, 2008 04:14 pm
yeah, i use script_origins in my maps as way points for moving stuff and link them together in radiant.
in the scripts i get the script_origins that are linked then get it to moveto each of the waypoints

edited on Apr. 22, 2008 12:14 pm by .KiLL3R.
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rob034
General Member
Since: Jan 30, 2007
Posts: 72
Last: Mar 5, 2010
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Monday, Apr. 28, 2008 11:55 am
Can you explain to me in detail how you set this up.

I would think if I place a script_origin in radiant with a targetname "waypoint1" I do not need to link it with the tank via W.

I can write a script in which I define the origin and use moveto(origin).

Am I correct. If you have a sample script I would appreciate it.
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rob034
General Member
Since: Jan 30, 2007
Posts: 72
Last: Mar 5, 2010
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Monday, Jun. 2, 2008 09:22 pm
bump me plz

Got following script now but getting error: unknown function @44534

Code:

main()
{
level._effect["tiger_fire_turret_large"] = loadfx ("fx/fire/tiger_fire_turret_large.efx");
level._effect["barn_explosion"] = loadfx ("fx/explosions/barn_explosion.efx");
level thread tank_move();
}

tank_move()
{
tank = getent ("tank","targetname");
tank hide();

while (1)
{
wait (60);
tank show();
tank playsound("tank_driveby");

tank moveto ((-223,2179,-160),5);
tank waittill ("movedone");

tank moveto ((-2191,2100,-160),2);
tank rotateto ((0,45,0),0.05);
tank waittill ("rotatedone");

tank moveto ((-887.68,1476.13,-160),5);
tank waittill ("movedone");

wait (5);
thread canon_blast();
wait (5);

tank moveto ((-2191,2100,-160),5);
tank waittill ("movedone");

tank moveto ((-223,2179,-160),2);
tank rotate ((0,-45,0),0.05);
tank waittill ("rotatedone");


tank moveto ((-1891,3505,-160),5);
tank waittill ("movedone");

Wait (60);

thread tank_move();
}
}

canon_blast()
{
playfx (level._effect["tiger_fire_turret_large"],(-780 , 1404, -72),0.2);
playsound("tank_fire");
wait(1);
playfx (level._effect["barn_explosion"],(2192.5 ,963.3, 40),5);
playsound("barn_explosion");
}


The idea is that the tank moves down a road. Stops at a roadblock, fires his gun and backs off the same route he came.
A barn in the distance needs to explode.
Some help would be appreciated.
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