Here is the solution I found to get multiplayer minimap to work. I combined the two tutorials and got this to work
Lots of people seem to be having issues with this, and to get it to work, most people had to convert their multiplayer maps, into a singleplayer map to get the minimap / console commands to work.
This is not the case, as I have found a loop hole to get this to work. On you're compile tools check the box that says "Enable Developer Script"..... So you should have three checked..... Enable Cheats, Enable Developer and Enable Developer Script.
In Radiant, place two script_origin entities with a key name "targetname"and value of "minimap_corner". These must be at opposite corners of a square which represents the playable area of your map. Keep in mind that the square won't necessarily be aligned to the X and Y axes; it will be aligned to North, which is set by northyaw in your worldspawn. (northyaw 90 in most cases)
* NOTE I placed mine in opposite corners just touching the sky box.
Then proceed to save you're map, and then compile it.
Then run you're map, through the TOOLS by clicking "RUN SELECTED MAP"
PLEASE NOTE THAT DURING THESE NEXT STEPS YOU WILL MOST LIKELY GET A SCRIPT ERROR, WHEN THIS POPS UP HIT ENTER TO GET BACK INTO THE GAME. IT MAY OCCUR NON-STOP. HOWEVER THIS IS EASY STILL TO GET WHAT YOU NEED. CONSOLE COMMANDS WILL STILL
WORK EVEN WITH THIS ANNOYING ERROR POP UP.
#1) Spawn into the game as a player.
#2) Open Console "~"
#3) Type into the console " /set scr_minimap_height 10000 " Hit ENTER ( any less a number will bend the view and the player marker on the map will not match when you are in game"
#4) Type into the console " /exec minimap "
Hey look it did not error this time, saying it is missing files or can not find scripts to execute ;)
Now if you are staring at the error screen I mentioned above, then hit enter and you will see the minimap view with a white box around it, and the words "THIS WAY UP" Make sure you rotate by using the mouse until that text is at the top
of the screen, and that the lines are straight (no jagged angled edges) and also make sure you move the mouse so it is looking straight down"
Screen capture the image using the print screen option or other screen capture software. Open that image into you're favorite editing software, and CROP the image JUST INSIDE THE WHITE LINES. Resize it to 512x512 and then save it as a 24 BIT TGA file. Save as compass_map_mp_yourmampname to the following directory .../[root]/texture_assets ([root] is you're COD 4 install directory) If you do not have this folder, create it.
Use the above folder ALWAYS to convert you're textures into usable iwi's.
Add the asset to your map's fast file (.csv) adding this line:
Code:
material,compass_map_mp_yourmapname
To convert it into an iwi, in the tools, click the applications tab, then click LAUNCH ASSET MANAGER.
Once it loads, OPEN the following file: " [root]/source_data/ levels.gdt"
Once it is open use the below image as a reference image.
View image here -->
http://www.modsonline.com/images/Tutorials/CoD4/minimap/tutorialpic1_1128.jpg
Click MATERIAL in the scrollable window, Then click NEW ENTRY, a little window will pop up, type in: compass_map_mp_yourmapname
Under COLOR MAP point it to you're TGA file in the texture_assets folder.
Then match the settings in the image I linked, (minus the changes you did.) Click PC CONVERT from the menu and choose CONVERT THIS ASSET ONLY F10.
If you have done all that I mentioned, you're new material will be converted into a iwi.
Almost there :) Load up the tools again and UNCHECK, the ENABLE DEVELOPER SCRIPT. (so you can play test the map without that annoying error)
Update you're ZONE FILE by adding the compass line, which should be in the left window pane. Simply cut and paste that line into the right windows pane. Then click SAVE.
Create a folder named images on your desktop, place a COPY of the compass_map_mp_mapname.iwi into this folder. Zip this folder the image folder on your desktop, DO NOT USE RAR, Right click on the "image folder" use winzip "add to zipfile and name it mp_mapname.iwd.. In the spot it says add to archive like so:
"Example C:\Documents and Settings\Max306\Desktop\mp_mapname.iwd
Now place your mp_mapname.iwd into a mod folder(custommaps).
Add these lines to your mapname.gsc * Note if your gsc isnt found use the sample gsc file below:
Code:
maps\mp\_compass::setupMiniMap("compass_map_mp_mapname");
setdvar("compassmaxrange","2000");
Add this line to your cvs (update zone file):
Code:
material,compass_map_mp_mapname
Open compiler, uncheck: enable developers script & check: enable custom command line opt., type in: +set fs_game mods/custommaps. <--- (the mod folder that u placed the iwd must match the mod folder that u type in).
Compile, update zone file, build fast files, run selected map, & there ya go..
* NOTE to zoom your minimap, change the number at the end of this line in your mapname.gsc:
setdvar("compassmaxrange","2000");
The higher the number, the higher the mini (zoom out)
The lower the number, the lower the mini (zoom in)
Below is a
sample gsc file you can use. The gsc file must be name as "mp_yourmapname" and placed in [root] call of duty 4\raw\maps\mp
Code:
main()
{
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_yourmapname");
ambientPlay("ambient_backlot_ext");
game["allies"] = "sas";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";
setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","2000");
}
Special Note
When I built my fast files I had nothing missing or any errors in red. Only one thing is missing and its my .csv file and it was highlighted in yellow which I left alone. When updating ZoneFiles I copied the missing files in the left window ie: highlight with mouse use cntrl + c then hit the delete key to remove the lines in the left window now I click in the right window under the lines already there and used cntrl + v to paste. Be sure these are files for this particulare map sometimes other script lines are left from previous maps you can tell when a previous map name is listed.
I hope this helps.