Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 14 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty
Category: CoD+UO Map + Mod Releases
Release announcements of custom maps and other content related to Call of Duty and Call of Duty United Offensive.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: W.I.P UO MP map From Azz -- Weardale Railway
Azz
General Member
Since: Jul 29, 2004
Posts: 901
Last: Aug 13, 2010
[view latest posts]
Level 7
Category: CoD+UO Map + Mod Releases
Posted: Friday, Jan. 14, 2005 11:32 pm
HI guys,
first piccy of my "LOLinating" working train map set in the weardale valley.



BTW, thats my stupid dad at the front of the train!
Share |
[AS]Ross'
General Member
Since: Nov 6, 2004
Posts: 32
Last: Feb 17, 2005
[view latest posts]
Level 2
Category: CoD+UO Map + Mod Releases
Posted: Saturday, Jan. 15, 2005 12:04 am
L0L looking good Azz looks cartoony...well the train
and as my mate Tom would say
'Its Fandabbydoesy'
pronoseation is FAN-DAB-BEE-DOE-ZEE
lol
[pimp]
Share |
Azz
General Member
Since: Jul 29, 2004
Posts: 901
Last: Aug 13, 2010
[view latest posts]
Level 7
Category: CoD+UO Map + Mod Releases
Posted: Sunday, Jan. 16, 2005 12:52 pm
Hi, guess what guys, ive got a railway crossing with working barriers! It took alot of doing (getting the barriers syncronized with the train) but it finally paid off.

Here's the barriers down with the train going past...



and heres the barriers up when the train is far away.



Hope ya's like the map when its finnished!

Azz [casanova]
Share |
links
General Member
Since: May 4, 2004
Posts: 146
Last: Apr 3, 2005
[view latest posts]
Level 4
Category: CoD+UO Map + Mod Releases
Posted: Monday, Jan. 17, 2005 12:44 pm
lol nice work man

Can the train drive into curves?
This would be amazing maybe you can make a tutorial for it (If it is for mp)

Cya
Share |
Azz
General Member
Since: Jul 29, 2004
Posts: 901
Last: Aug 13, 2010
[view latest posts]
Level 7
Category: CoD+UO Map + Mod Releases
Posted: Monday, Jan. 17, 2005 05:04 pm
No, unfotunatley, with this type of scripting you are unable to make things turn corners.
the tutorials have already been done m8, its called Scripting:moving thingfs or sumet.


Azz
Share |
links
General Member
Since: May 4, 2004
Posts: 146
Last: Apr 3, 2005
[view latest posts]
Level 4
Category: CoD+UO Map + Mod Releases
Posted: Monday, Jan. 17, 2005 10:49 pm
Damn it I think so :D

You was my last hope *g*

Cause in a old map I never finished I had a train as Spawn Point (The Allied has to Press F so the train drive forward)

I never understand why the Radiant don't have the genius functions of the RTCW / ET Radiant but in Worldspawn you can allready check Wolf SW :D

Cya
Share |
103kill
General Member
Since: Dec 2, 2004
Posts: 82
Last: Jun 24, 2009
[view latest posts]
Level 3
Category: CoD+UO Map + Mod Releases
Posted: Sunday, Jan. 30, 2005 03:37 pm
I have been working on a way to make things go around curves and came up with something that works pretty well. I'm working on some instructions for it. How do you take a screenshot of windows? I need to take some pics of radiant.

thx
Share |
Azz
General Member
Since: Jul 29, 2004
Posts: 901
Last: Aug 13, 2010
[view latest posts]
Level 7
Category: CoD+UO Map + Mod Releases
Posted: Sunday, Jan. 30, 2005 03:41 pm
press the print scrn button on thr right of the f12 key, then go into a photo editing program such as paint shop pro and go to edit then press paste (ctrl+v).
Adjust the brightness and contrast till u get it right. then it needs to be hosted (we use www.imageshack.us)

Thts it!

Azz
Share |
103kill
General Member
Since: Dec 2, 2004
Posts: 82
Last: Jun 24, 2009
[view latest posts]
Level 3
Category: CoD+UO Map + Mod Releases
Posted: Sunday, Jan. 30, 2005 04:46 pm
Cool! thanks
Share |
103kill
General Member
Since: Dec 2, 2004
Posts: 82
Last: Jun 24, 2009
[view latest posts]
Level 3
Category: CoD+UO Map + Mod Releases
Posted: Sunday, Jan. 30, 2005 05:55 pm
Here's what I came up with.

First, make whatever you want your thing to be that will move. Put an origin brush that is 16 by 16 by 16 units in the center and make the whole thing a script_brushmodel. Give it a targetname of train.
Also key in: "angles" "0 270 0" (for this one thats what the starting angle is, it will probably be different for yours. To find it put a script_origin right on the origin brush of your brushmodel and rotate it until the arrow is facing the direction you want the train to move first. While it is still selected, bring up the entity window. Find the key "angles" (it will automatically be there when you rotate it) and remember the numbers. Delete the script_origin and key in the angle values for your brushmodel)

Make a trigger_use with a targetname of "traintrigger". This will be used to start the train for testing purposes.



Next, create a patch mesh and bend it. This will be a guide for placing the script_origins. Place a script_origin at the start of the patch. Make sure it has the same z axis position as the brushmodel's origin brush. Rotate it around until the arrow faces the direction of the way you want the train to move. Give this one only the targetname of "path".



Continue placing script_origins around the patch and rotate each one so that it points to the next one. The more origins you have along the curve and the closer they are together will make the curve smoother.



Now for the important part.
Do this for each origin: select it, bring up the entity window, and find the key "angles". Make a new key: "script_noteworthy" and make the value the same as they value you saw for "angles". Then select that origin and the next one and press ctrl + k. (connect them).



When you're finished delete the patch. It should look like this.



Now for the script.

Open up a new text file and put this in:

main()

{

level thread train();

}


train()

{

trigger = getent("traintrigger", "targetname");

train = getent("train", "targetname");

path = getent("path", "targetname");

trigger waittill ("trigger", other);

train moveto (path.origin, 1);
wait 1;

while (isdefined(path.target))

{

path = getent(path.target, "targetname");
train moveto (path.origin, .2);
wait .2;
angle = path.script_noteworthy;
train rotateto((0, angle, 0), .1);
wait .1;

}

}

Hope that was clear enough!

Cheers
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty : CoD+UO Map + Mod Releases

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»