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Forum: All Forums : Call of Duty 2
Category: CoD2 SP Mapping
Call of Duty 2 single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: strange problem
Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Wednesday, May. 21, 2008 05:48 pm
hey i've something really odd.. when i add a vehicle in my map suddenly explodable barrels cant explode anymore, all the FX are gone, enemy AI dont get respawned, non-spawned enemy dont uses his MG anymore, i start with a different weapon.. how the hell do i fix this?
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Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Thursday, May. 22, 2008 12:27 pm
anyone? :S
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Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Thursday, May. 22, 2008 02:30 pm
oh and btw, when i put a misc_model vehicle in it i get that stupid sportscar again, and when i make a script_model the weels are moving and i can walk through it..
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TheModDoctor
General Member
Since: Apr 27, 2007
Posts: 174
Last: Jan 10, 2009
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Thursday, May. 22, 2008 02:53 pm
Hi there, i don't know if this will help, but try this:

Put in a script_vehicle
give the following properties:
Code:
model    xmodel/vehicle_american_sherman
script_team    allies
script_vehiclespawngroup     1
vehicletype    sherman


Then do the following in your gsc:
Code:
#include maps\_utility;

#include maps\_anim;

#include animscripts\utility;

#using_animtree("generic_human");

main()
{
//Initialize tank scripts
maps\_sherman::main("xmodel/vehicle_american_sherman");
maps\_tankai_sherman::main("xmodel/vehicle_american_sherman");

maps\_tankai::main();

//main script
maps\_load::main();

//spawn the tank
maps\_vehicle::scripted_spawn(1);
}


See if this works[wink]
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Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Thursday, May. 22, 2008 04:26 pm
ok that works but i want a german halftrack and a desert tiger tank how do i get this?
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TheModDoctor
General Member
Since: Apr 27, 2007
Posts: 174
Last: Jan 10, 2009
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Thursday, May. 22, 2008 07:08 pm
OK for the tiger tank, you change only the following:
Code:
model    xmodel/vehicle_tiger_woodland
script_team    axis
script_vehiclespawngroup     1
vehicletype    tiger


and for the halftrack:
Code:
model    xmodel/vehicle_halftrack_mg_desert
script_team    axis
script_vehiclespawngroup     1
vehicletype    germanhalftrack


And the script part, just put this in:

Code:
maps\_tiger::main("xmodel/vehicle_tiger_woodland");
maps\_tankai_tiger::main("xmodel/vehicle_tiger_woodland");
maps\_halftrack::main("xmodel/vehicle_halftrack_mg_desert");


Hope this works dude[wave]
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Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Friday, May. 23, 2008 08:55 am
very nice they work now :D but i didn't want the engine running and the tank shooting (sorry i didn't tell earlier) since i have a garage, oh and the tank type is a panzer_ii (desert style) could you please for the last time edit that little part? [wave]
so to order it:

1. engines off no shooting
2. tiger_wooland - panzer_ii
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoD2 SP Mapping
Posted: Friday, May. 23, 2008 10:20 am
Are you just after a static vehicle??

Somthing that does not shoot does not move?

If so then only use misc_models with the modename_"static" tag on them.
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Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Friday, May. 23, 2008 11:40 am
yes and that works too but you can walk through it so i have to put a nosight metal brush around it, but isnt it possible to make 1 like that but with the ability to climb on it too?
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoD2 SP Mapping
Posted: Sunday, May. 25, 2008 10:21 am
Once you have placed the metal_clip around it, you can also add the "mantel_over" "mantel_on" textures wherever needed in order for the player to climb up.
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