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

Members Online

»
1 Active | 52 Guests
Online:

LATEST FORUM THREADS

»
New BF2 Mod
BF2 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 4
Category: CoD4 SP Mapping
CoD 4 mapping and level design for single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: Mark19 Turret on Sea knight?
feilong80
General Member
Since: Aug 30, 2008
Posts: 14
Last: Mar 1, 2009
[view latest posts]
Level 1
Category: CoD4 SP Mapping
Posted: Friday, Jan. 30, 2009 11:52 am
Hey all,

Just completed getting a seaknight to spawn, move, and load in the player in the gunner's chair (the tag_player position).

Now I am trying to get the Mark19 to work. I am currently working through the airlift.gsc to reverse engineer it, but was wondering if anyone else solved this issue already.

I'll post a solution when/if I come up with one :-)

-Rob
Share |
feilong80
General Member
Since: Aug 30, 2008
Posts: 14
Last: Mar 1, 2009
[view latest posts]
Level 1
Category: CoD4 SP Mapping
Posted: Sunday, Feb. 1, 2009 10:15 pm
SOLVED!!! [rocking]

The short story of all of this is that in order to make the Mark 19 work in the Sea Knight, you must use script_structs for the pathing in Radiant instead of vehicle path nodes. The vehicle path nodes gimp the Mark 19 (force you to face the front).

Who would have thought that in order to make the vehicle work like it should, that you had to *not* use the vehicle path nodes?

Script_Structs can be modified via the vehicle window (shift v) just like the vehicle nodes, so no worries there. Looking at the Blackout sample level, it looks like the enemy heli on that level is moved with script_structs as well.

The rest of the work just involved cutting out functions from airlift.gsc and making them work in my level. Not all that hard, just a pain.

Hopefully this can help advance the community a little bit.

Cheers!

-Rob
Share |
yo_milo
General Member
Since: Sep 13, 2015
Posts: 11
Last: Dec 1, 2017
[view latest posts]
Level 1
Category: CoD4 SP Mapping
Posted: Friday, Oct. 16, 2015 06:48 am
I know this is old, but, can you give me a little bit of heads up on this.
Should I just tag my first script_struct and attach it in code?
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Call of Duty 4 : CoD4 SP Mapping

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

»