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CoD4 SP Mapping CoD 4 mapping and level design for single player.
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foyleman, Foxhound, StrYdeR, techno2sl, batistablr, Welshy, Rasta, supersword, batistablr, playername, NovemberDobby |
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Topic: A few questions... |
| Ediblemittens |
General Member Since: Jun 17, 2008 Posts: 91 Last: Aug 5, 2009 [view latest posts] |
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| 82ndAB-Talon |
General Member Since: May 14, 2006 Posts: 86 Last: Apr 12, 2009 [view latest posts] |
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| Ediblemittens |
General Member Since: Jun 17, 2008 Posts: 91 Last: Aug 5, 2009 [view latest posts] |
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| 82ndAB-Talon |
General Member Since: May 14, 2006 Posts: 86 Last: Apr 12, 2009 [view latest posts] |
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| techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2737 Last: Mar 15, 2010 [view latest posts] |
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| Rasta |
General Member Since: Apr 10, 2004 Posts: 5061 Last: Mar 16, 2010 [view latest posts] |
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Category: CoD4 SP Mapping Posted: Sunday, Jul. 6, 2008 07:04 pm |
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You could do it like this:
First you need to precache you intro screen lines, lets say you are using 5 lines
Code:
precacheString(&"MAP_INTROSCREEN_LINE_1");
precacheString(&"MAP_INTROSCREEN_LINE_2");
precacheString(&"MAP_INTROSCREEN_LINE_3");
precacheString(&"MAP_INTROSCREEN_LINE_4");
precacheString(&"MAP_INTROSCREEN_LINE_5");
lines = [];
lines[ lines.size ] = &"MAP_INTROSCREEN_LINE_1";
lines[ "date" ] = &"MAP_INTROSCREEN_LINE_2";
lines[ lines.size ] = &"MAP_INTROSCREEN_LINE_3";
lines[ lines.size ] = &"MAP_INTROSCREEN_LINE_4";
lines[ lines.size ] = &"MAP_INTROSCREEN_LINE_5";
This just needs to be called in your .gsc above the _load function. MAP needs to be replaced with your mapname.
Now the description for each line is handled in your .str files, if you don't have one (being a singleplayer you probably do) just create one, ok again for 5 lines
Code:
REFERENCE INTROSCREEN_LINE_1
LANG_ENGLISH "'Name of mission!'"
REFERENCE INTROSCREEN_LINE_2
LANG_ENGLISH "Day 1 - 04:05"
REFERENCE INTROSCREEN_LINE_3
LANG_ENGLISH "Location"
REFERENCE INTROSCREEN_LINE_4
LANG_ENGLISH "Name"
REFERENCE INTROSCREEN_LINE_5
LANG_ENGLISH "Rank"
Another nice little trick is to use a fake second counter on hte time line so something like
Code:
"Day 1 - 04:05:[{FAKE_INTRO_SECONDS:26}]"
should work fine, try it out and see how you get on. |
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| Ediblemittens |
General Member Since: Jun 17, 2008 Posts: 91 Last: Aug 5, 2009 [view latest posts] |
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Category: CoD4 SP Mapping Posted: Tuesday, Jul. 15, 2008 08:42 pm |
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I got a bad syntax error. Don't know if its from this or my door kicking function. Here it is anyways:
#include maps\_utility;
#include maps\_anim;
main()
{
precachestring( &"FALLUJAH_INTRO_1" );
precachestring( &"FALLUJAH_INTRO_2" );
precachestring( &"FALLUJAH_CPL_HENRY_JOHNSON" );
precachestring( &"FALLUJAH_3RD_BATTALION" );
precachestring( &"FALLUJAH_FALLUJAH" );
precachestring( &"MARKET");
precachestring( &"APARTMENT");
precachestring( &"DEFEND_THE_CONVOY");
lines = [];
lines[ lines.size ] = &"FALLUJAH_INTRO_1";
lines[ "date" ] = &"FALLUJAH_INTRO_2";
lines[ lines.size ] = &"FALLUJAH_CPL_HENRY_JOHNSON";
lines[ lines.size ] = &"FALLUJAH_3RD_BATTALION";
lines[ lines.size ] = &"FALLUJAH_FALLUJAH";
maps\_load::main();
maps\Fallujah_anim::main();
level.player takeallweapons();
level.player giveWeapon("saw");
level.player giveMaxAmmo("saw");
level.player giveWeapon("colt45");
level.player giveMaxAmmo("colt45");
level.player switchtoWeapon( "saw" );
thread kick_door();
}
kick_door()
{
door_node = getnode ("door_node","targetname");
doortrig = getent("door_trig","targetname");
doortrig waittill("trigger",other);
level.doorkicker = getent("sarge","targetname");
level.doorkicker.animname = "open_door_kick";
level.doorkicker.anim_node = door_node;
level.doorkicker notify ("stop friendly think");
level.doorkicker thread magic_bullet_shield();
level.doorkicker.ignoreme = true;
level.maps\_anim::anim_reach_solo (level.doorkicker, "kickdoor", undefined, door_node);
level.doorkicker pushPlayer (false);
door_node thread maps\_anim::anim_single_solo (level.doorkicker, "kickdoor");
level.doorkicker waittillmatch ("single anim", "soundfx = Door_WD_kick");
door = getent ("door1", "targetname");
door playsound ("Door_WD_kick");
door rotateyaw(90,.5,.2,.2);
door connectpaths();
level.doorkicker notify ("stop magic bullet shield");
level.doorkicker.ignoreme = false;
}
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| techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2737 Last: Mar 15, 2010 [view latest posts] |
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| Ediblemittens |
General Member Since: Jun 17, 2008 Posts: 91 Last: Aug 5, 2009 [view latest posts] |
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Category: CoD4 SP Mapping Posted: Wednesday, Jul. 16, 2008 12:53 pm |
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Appearantly, the line of code causing the trouble is this one:
level.maps\_anim::anim_reach_solo(level.doorkicker, "kickdoor", undefined, door_node); (Line 63)
To be honest, I'm pretty stoked that this is the only error.
edited on Jul. 16, 2008 12:53 pm by Ediblemittens |
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| Ediblemittens |
General Member Since: Jun 17, 2008 Posts: 91 Last: Aug 5, 2009 [view latest posts] |
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