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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: [Tutorial] Blockers
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Thursday, Nov. 27, 2008 10:45 pm
After endless testing and help from the forums, I have found the correct way to do blockers and fix the 'Undefined is not an array index' error. Thanks to all those who have helped with this stuff.

script_model
1) Create a script_model and choose a model that you want it to be. I am using static_berlin_couch.

2) Press 'N' to open the Entity window. Type the following KVPs ("key" "value")

"script_linkto" "1"
"script_noteworthy" "jiggle"
"targetname" "couch1"
"spawnflags" "1"


script_struct
1) Create a script_struct where you want the couch to move to.

2) Press 'N' to open the Entity window. Type the following KVPs ("key" "value"):

"script_linkname" "1"

trigger_use
1) Create a trigger_use and place it by the couch, or where you want the person to be able to press the 'Use' key to buy the blocker.

2) Open the Entity window and type the following KVPs:

"script_flag" "" (yes, it is blank, this fixes the 'Undefined is not an array index' error)
"target" "couch"
"zombie_cost" "1000"
(or any other price defined, otherwise you will have to define it yourself in one of the files)
"targetname" "zombie_debris"

nazi_zombie_YOURMAP.gsc
Code:

#include common_scripts\utility; 

#include maps\_utility;


main()
{
	level thread maps\_callbacksetup::SetupCallbacks();

	include_weapons();
	include_powerups();
	
	maps\nazi_zombie_YOURMAP_fx::main();
	maps\_zombiemode::main();
	
	init_sounds();

	// If you want to modify/add to the weapons table, please copy over the _zombiemode_weapons init_weapons() and paste it here.
	// I recommend putting it in it's own function...
	// If not a MOD, you may need to provide new localized strings to reflect the proper cost.
}

init_sounds()
{
	maps\_zombiemode_utility::add_sound( "break_stone", "break_stone" );
}

// Include the weapons that are only inr your level so that the cost/hints are accurate
// Also adds these weapons to the random treasure chest.
include_weapons()
{
	// Pistols
	//include_weapon( "colt" );
	//include_weapon( "colt_dirty_harry" );
	//include_weapon( "walther" );
	include_weapon( "sw_357" );
	
	// Semi Auto
	include_weapon( "m1carbine" );
	include_weapon( "m1garand" );
	include_weapon( "gewehr43" );

	// Full Auto
	include_weapon( "stg44" );
	include_weapon( "thompson" );
	include_weapon( "mp40" );
	
	// Bolt Action

	include_weapon( "kar98k" );
	include_weapon( "springfield" );

	// Scoped
	include_weapon( "ptrs41_zombie" );
	include_weapon( "kar98k_scoped_zombie" );
		
	// Grenade
	include_weapon( "molotov" );
	// JESSE: lets go all german grenades for consistency and to reduce annoyance factor
	//	include_weapon( "fraggrenade" );
	include_weapon( "stielhandgranate" );

	// Grenade Launcher
	include_weapon( "m1garand_gl" );
	include_weapon( "m7_launcher" );
	
	// Flamethrower
	include_weapon( "m2_flamethrower_zombie" );
	
	// Shotgun
	include_weapon( "doublebarrel" );
	include_weapon( "doublebarrel_sawed_grip" );
	include_weapon( "shotgun" );
	
	// Bipod
	include_weapon( "fg42_bipod" );
	include_weapon( "mg42_bipod" );
	include_weapon( "30cal_bipod" );

	// Heavy MG
	include_weapon( "bar" );

	// Rocket Launcher
	include_weapon( "panzerschrek" );

	// Special
	include_weapon( "ray_gun" );
}

include_powerups()
{
	include_powerup( "nuke" );
	include_powerup( "insta_kill" );
	include_powerup( "double_points" );
	include_powerup( "full_ammo" );
}

include_weapon( weapon_name )
{
	maps\_zombiemode_weapons::include_zombie_weapon( weapon_name );
}

include_powerup( powerup_name )
{
	maps\_zombiemode_powerups::include_zombie_powerup( powerup_name );
}

nazi_zombie_YOURMAP_fx.gsc
Code:

#include maps\_utility; 

#include common_scripts\utility;


main()
{
	scriptedFX();
	footsteps(); 

}

footsteps()
{
	animscripts\utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "ice",        LoadFx( "bio/player/fx_footstep_snow" ) );
	animscripts\utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
	animscripts\utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "snow",       LoadFx( "bio/player/fx_footstep_snow" ) );
	animscripts\utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
	animscripts\utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
}

scriptedFX()
{
	level._effect["large_ceiling_dust"]		= LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );
	level._effect["poltergeist"]			= LoadFx( "misc/fx_zombie_couch_effect" );
}


The steps above work for me. Let me know of any issues!
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Friday, Nov. 28, 2008 01:59 am
can i ask what is different about this tut than what i posted in my tut ? it seems exactly the same -.-
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Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Friday, Nov. 28, 2008 02:15 am
It is just basically showing how to fix the 'Undefined...' error.
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supersword
General Member
Since: Jul 28, 2004
Posts: 1989
Last: Nov 22, 2011
[view latest posts]
Level 8
Forum Moderator
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Friday, Nov. 28, 2008 02:34 am
Remember that you can submit your tutorial to the tutorial archive here at modsonline.

Just click here.
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codnerd
General Member
Since: Jul 15, 2008
Posts: 16
Last: May 6, 2009
[view latest posts]
Level 1
Category: CoDWW MP Mapping
Posted: Friday, Nov. 28, 2008 07:52 pm
Here's a video tutorial I made provided by CustomCoD.com.

http://www.customcod.com/community/index.php?topic=225.0

Not-as good Youtube Version

edited on Nov. 28, 2008 09:53 pm by codnerd
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Spuddy
General Member
Since: Mar 25, 2005
Posts: 37
Last: Jun 5, 2009
[view latest posts]
Level 2
Category: CoDWW MP Mapping
Posted: Monday, Dec. 8, 2008 06:40 am
Cheers sgtRampage that saved me alot of missery
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