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Forum: All Forums : Call of Duty 4
Category: CoD4 Scripting
Scripting and coding with Call of Duty 4.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: [tut] Destructables Models for MP
zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoD4 Scripting
Posted: Saturday, Sep. 13, 2008 10:20 am
This tutorial uses an adaptation of the IW SP script _interactive_objects.gsc. I submitted it to the Site already.

This will work on any stock models for which you have a normal state model and a destroyed state model available and an FX for the destruction effect.

Example will use the security camera model ( com_security_camera & com_security_camera_destroyed ).

In radiant:

Place the normal state (not destroyed) model where you want it in your level



With the model selected enter the entity property window (n) and enter the following keys/values:

Quote:
Key: Classname
Value: script_model

Key: Targetname
Value: destroyable_security_camera


Scripting

Create a new file _destructables_obj.gsc in /raw/maps/mp/

Content:

Code:
main()<br />
{<br />
	precache();<br />
}<br />
<br />
precache()<br />
{<br />
<br />
	precachemodel( "com_security_camera" );<br />
	precachemodel( "com_security_camera_destroyed" );<br />
<br />
	thread arrays();<br />
<br />
}<br />
<br />
arrays()<br />
{<br />
	security_camera = getentarray("destroyable_security_camera", "targetname" );<br />
	level.breakables_fx[ "security_camera_explode" ] = loadfx( "props/securitycamera_explosion" );<br />
<br />
	for(i=0;i < security_camera.size;i ++)<br />
		security_camera[i] thread security_camera_logic();<br />
}<br />
<br />
security_camera_logic()<br />
{<br />
	self setcandamage( true );<br />
	damagemodel = undefined;<br />
<br />
	switch( self.model )<br />
	{<br />
		case "com_security_camera":<br />
			damagemodel = "com_security_camera_destroyed";<br />
			break;<br />
	}<br />
<br />
	self waittill( "damage", damage, other, direction_vec, P, type );<br />
<br />
	self setmodel( damagemodel );<br />
	playfxontag( level.breakables_fx[ "security_camera_explode" ], self, "tag_deathfx" );<br />
<br />
}


Note that in the example above the destroyed model is com_security_camera_destroyed and the FX is props/securitycamera_explosion.

In your Level/Map GSC add the following after maps/mp/_load::main();

Quote:
maps\mp\_destructables_obj::main();


Finally in your Level/Map Zone File add the following

Quote:
rawfile,maps/mp/_destructables_obj.gsc
xmodel,com_security_camera_destroyed
fx,props/securityCamera_explosion


In the map the model will be destroyed on bullet/c4/grenade/RL/GL and replaced with destroyed model with a nice FX [thumbs_up]
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Carcass26
General Member
Since: Mar 9, 2006
Posts: 205
Last: Dec 9, 2009
[view latest posts]
Level 4
MODSCON
Category: CoD4 Scripting
Posted: Saturday, Sep. 13, 2008 01:14 pm
NIce little tutorial zeroy. Doesn't seem to different from breaking glass etc so it should be easy for people to understand.

Nice work! :)
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Beej
General Member
Since: Feb 2, 2008
Posts: 45
Last: Jan 21, 2010
[view latest posts]
Level 2
Category: CoD4 Scripting
Posted: Sunday, Sep. 14, 2008 01:01 am
Good tute! got it working fine with the security camera...
However just tried to do the same using com_tv1 and com_tv1_d and the tv model changes when damaged but I don't get any nice FX [ohwell]

This is what I've done, if anyone can see what I've missed I'd appreciate it!

I have added this to the tv in radiant

Quote:

Key: classname
Value: script_model

Key: targetname
Value: destroyable_tv


This is my _destructables_tv.gsc in /raw/maps/mp/

Code:
	precache();
}

precache()
{

	precachemodel( "com_tv1" );
	precachemodel( "com_tv1_d" );

	thread arrays();

}

arrays()
{
	tv = getentarray("destroyable_tv", "targetname" );
	level.breakables_fx[ "tv_explode" ] = loadfx( "explosions/tv_explosion" );

	for(i=0;i < tv.size;i ++)
		tv[i] thread tv_logic();
}

tv_logic()
{
	self setcandamage( true );
	damagemodel = undefined;

	switch( self.model )
	{
		case "com_tv1":
			damagemodel = "com_tv1_d";
			break;
	}

	self waittill( "damage", damage, other, direction_vec, P, type );

	self setmodel( damagemodel );
	playfxontag( level.breakables_fx[ "tv_explode" ], self, "tag_deathfx" );

}


I've added "maps\mp\_destructables_obj::main();" to my maps GSC...

And I've updated my zone file with this
Quote:
rawfile,maps/mp/_destructables_tv.gsc
xmodel,com_tv1_d
fx,explosions/tv_explosion


What have I done wrong??
The bit of code I don't fully understand is the "tag_deathfx", what does that relate to?

Thanks in advance
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoD4 Scripting
Posted: Sunday, Sep. 14, 2008 10:27 am
Yep - the problem is the tag in the model, my bad i should i mentioned that not all model have the tag_deathfx. For com_tv1_d the tag to use is tag_fx

To find the tags in models you can Xmodel Exporter and see all tags.
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Beej
General Member
Since: Feb 2, 2008
Posts: 45
Last: Jan 21, 2010
[view latest posts]
Level 2
Category: CoD4 Scripting
Posted: Sunday, Sep. 14, 2008 09:53 pm
Thanks zeroy, it works great now! [cool]
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{A2K}vettevictor
General Member
Since: May 8, 2007
Posts: 89
Last: Feb 9, 2010
[view latest posts]
Level 3
Category: CoD4 Scripting
Posted: Friday, Jan. 29, 2010 05:26 pm
hey zeroy ive tryed to make it with the cam but i get a red fx on the place where i placed the cam what am i doing wrong?
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Larrabee
General Member
Since: Feb 5, 2010
Posts: 113
Last: Aug 23, 2012
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Monday, Mar. 22, 2010 10:52 pm
thanx for the script. worked great.
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dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD4 Scripting
Posted: Tuesday, Mar. 23, 2010 10:50 am
Does this tut also work with WaW/cod5[drink]
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xholyx
General Member
Since: Oct 17, 2007
Posts: 116
Last: Sep 7, 2010
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Tuesday, Mar. 23, 2010 12:43 pm
dundy writes...
Quote:
Does this tut also work with WaW/cod5[drink]


The scripts work, but if you aren't a advanced mapper / modder i recommend using a stock model for it.
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dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD4 Scripting
Posted: Tuesday, Mar. 23, 2010 08:44 pm
xholyx writes...
Quote:
dundy writes...
Quote:
Does this tut also work with WaW/cod5[drink]


The scripts work, but if you aren't a advanced mapper / modder i recommend using a stock model for it.


Thats what i wanted to know...about the script [thumbs_up]
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