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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Water Question...
-MelVin-
General Member
Since: May 12, 2008
Posts: 58
Last: Oct 25, 2009
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Wednesday, Sep. 10, 2008 06:14 am
I put a stream in my map, I need to know how to get the water to be cloudy when somone is submerged. I can't see out of the water once submerged as the surface is textured on both sides, but once submerged it looks just as clear as it does on dry land.

Secondly I can't figure out how to get the water to kill someone who stays submerged. If anyone knows how plz help.
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CoDLiNK
General Member
Since: Mar 16, 2008
Posts: 178
Last: Sep 28, 2009
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Wednesday, Sep. 10, 2008 06:24 am
Well, I don't know about the cloudiness, maybe an effect??

But there is a Tutorial on drowning. It is very good and you can modify it to your needs. Used it before and it works.

http://www.modsonline.com/Tutorials-read-377.html
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-MelVin-
General Member
Since: May 12, 2008
Posts: 58
Last: Oct 25, 2009
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Wednesday, Sep. 10, 2008 11:30 am
I tried the tutorial u pointed out but I am totally lost, could u explain in more detail how u got it to work?

thanks
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD4 MP Mapping
Posted: Wednesday, Sep. 10, 2008 06:18 pm
What don't you get about the tutorial?
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-MelVin-
General Member
Since: May 12, 2008
Posts: 58
Last: Oct 25, 2009
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Wednesday, Sep. 10, 2008 10:22 pm
I followed it but it doesn't work for me, must be doing something wrong but not sure what. I'm fine with everything until the code part.what do I do with this??

// Multiplayer drown script for CoD
//
// written by [D]delica
// based on _noprone.gsc by r0ger and the stock IW S&D scripts ;)
// Modifed by Spikenaylor for COD2 using the tintscreen script from//[Nip] Drowning Water Script v1
//[Nip] by BionicNipple (bionic.nipple@gmail.com)
// To use this script, you'll need two trigger_multiples, set up pretty much the same
// way as r0gers' _noprone script. One should fill the area where you have water, so as
// long as the player is in the water they will be in contact with it. Open entity
// properties and give it the targetname 'drown'. Create another trigger_multiple above it,
// and connect it to the 'drown' trig as a target. (select 'drown' trig, then the target trig,
// and press W.) The base of this trigger should be at the same level as the surface of
// your water, or a little above, depending on how soon you want people to start drowning.
// This is all you need to do in radiant. Save, close and compile.
//
// In your yourmap.gsc, call _drown with "mapsmp_drown::main();" (no quotes ;) ), and make
// sure you place _drown.gsc in the maps/mp folder of your iwd. For compatibility's sake,
// please rename _drown.gsc if you use it (viz "mp_mymapname_drown.gsc", so ppl can customise
// it to their taste without creating problems with other mods/maps ;).
//
// N.B: the sounds and fx used in this script are all custom. If you want the same sounds,
// I suggest you rip them from Hamlet.pk3. Ditto the fx ^_^
//
// delicauk@gmail.com

main()
{ drownage = getentarray("drown","targetname");
if (isDefined("drownage"))
{
precacheShader("black");
precacheShader("white"); level.barsize = 288;
level.drowntime = 8;
level.hurttime = 6; for(d = 0; d < drownage.size; d++)
{
drownage[d] thread water();
}
}
}Water()
{
while (1)
{
self waittill("trigger", other); if(isPlayer(other) && other istouching(self))
other thread drown(self);
}
}
drown(trigger)
{
dceiling = getent(trigger.target,"targetname");
water_vision = undefined;
while (self istouching(trigger) && !self istouching(dceiling))
{
wait .125;
if(isDefined(self.drowning))
return;
self.drowning = true; if(!isDefined(water_vision))
{
water_vision = newClientHudElem(self);
water_vision.x = 0;
water_vision.y = 0;
water_vision setshader ("white", 640, 480);
water_vision.alignX = "left";
water_vision.alignY = "top";
water_vision.horzAlign = "fullscreen";
water_vision.vertAlign = "fullscreen";
water_vision.color = (.16, .38, .5);
water_vision.alpha = .75;
}
level.barincrement = (level.barsize / (20.0 * level.drowntime));
// level.player allowProne(false);
if(!isDefined(self.progressbackground))
{
self.progressbackground = newClientHudElem(self);
self.progressbackground.alignX = "center";
self.progressbackground.alignY = "middle";
self.progressbackground.x = 320;
self.progressbackground.y = 385;
self.progressbackground.alpha = 0.5;
}
self.progressbackground setShader("black", (level.barsize + 4), 14); if(!isDefined(self.progressbar))
{
self.progressbar = newClientHudElem(self);
self.progressbar.alignX = "left";
self.progressbar.alignY = "middle";
self.progressbar.x = (320 - (level.barsize / 2.0));
self.progressbar.y = 385;
}
self.progressbar setShader("white", 0, 8);
self.progressbar scaleOverTime(level.drowntime, level.barsize, 8); self.progresstime = 0;
d = 0;
f = 0; while(isalive(self) && self istouching(trigger) && !self istouching(dceiling) && (self.progresstime < level.drowntime))
{
d ++;
f ++;

wait 0.05;
self.progresstime += 0.05;
if(self.progresstime >= level.hurttime)
{
if(f >= 4)
{
radiusDamage(self.origin,9, 1, 1);
f = 0;
}
}
} if(isalive(self) && self istouching(trigger) && !self istouching(dceiling) && (self.progresstime >= level.drowntime))
{ self.progressbackground destroy();
self.progressbar destroy(); wait 0.025;
radiusDamage(self.origin,22, 3000, 3000); self.drowning = undefined;
self.sounder = undefined; randb = randomInt(4);
deathmethod1 = " made a hole in the water and lay down quietly to rest forever.";
deathmethod2 = " paid a long lasting visit to Davy Jones's Locker.";
deathmethod3 = " went diving without breathing apparatus.";
deathmethod4 = " swam like a brick.";

if (randb == 0)
iPrintLn( self.name, deathmethod1);
if (randb == 1)
iPrintLn( self.name, deathmethod2);
if (randb == 2)
iPrintLn( self.name, deathmethod3);
if (randb == 3)
iPrintLn( self.name, deathmethod4);
wait .05;
water_vision destroy();
}
else
{
water_vision.alpha = .5;
water_vision fadeOverTime(3);
water_vision.alpha = 0;
wait 0.05;
self.progressbackground destroy();
self.progressbar destroy();
self.drowning = undefined;
self.sounder = undefined;
}
wait .05;
}
}

edited on Sep. 10, 2008 06:25 pm by MonKeYPaWs
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CoDLiNK
General Member
Since: Mar 16, 2008
Posts: 178
Last: Sep 28, 2009
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Wednesday, Sep. 10, 2008 11:09 pm
Open notepad and paste this in there. Second, you click file>save as and save it drown.gsc.

In your mapname.gsc, add the line maps\mp\drown::main();

Compile your map and run it. Exit your map and update your zone file and recompile FF.
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-MelVin-
General Member
Since: May 12, 2008
Posts: 58
Last: Oct 25, 2009
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Thursday, Sep. 11, 2008 12:11 am
thanks for all the help. it's working. had a _ in the drown.gsc file name so I was getting errors.

thanks again


edited on Sep. 10, 2008 08:17 pm by MonKeYPaWs
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CoDLiNK
General Member
Since: Mar 16, 2008
Posts: 178
Last: Sep 28, 2009
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, Sep. 11, 2008 05:31 am
np Glad I could help.
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-MelVin-
General Member
Since: May 12, 2008
Posts: 58
Last: Oct 25, 2009
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Thursday, Sep. 11, 2008 10:15 am
I think I spoke to soon. Everything works, the water drowns you and turns a blue color with a status bar when I am submerged. Then I exit and enter the water a few times til eventually the blue color and the status bar stop showing up, the water still drowns me but no status bar or blue tint. I re did all the water stuff and it still happens. Any idea what I'm doing wrong? or is there something I have to change in that drown.gsc ?
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CoDLiNK
General Member
Since: Mar 16, 2008
Posts: 178
Last: Sep 28, 2009
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, Sep. 11, 2008 02:24 pm
hmm. Didn't have that problem with mine. Maybe one of the mod guru's may have an answer.
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