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CoD Mapping
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Friendly AI Door Kick
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BR3NT walks you through adding an awesome animation to your SP map....56K Beware...the pics are large because of the detail involved

Friendly AI - Kicking Door Tutorial



PIC0.jpg

By: BR3NT

Sounds are Included In This Tutorial to spice It Up A Little. These Files The .csv and the .wav Files can be Downloaded At the Bottom of The Page.[Your Welcome].
You Will Have To Create The map Yourself...As Its The Best way To Learn.

1/ First Off You Will Draw Your Door and Give It A Good Door Texture. Then with The Door Brush selected You Will Right-Click the 2D Window and Select Script_BrushModel (See Picture Below).

PIC1_BrushModel.jpg


Then With The Script_BrushModel Selected You will Hit " N " and Open The entity Window.
Give It These Parameters.

KEY:targetname

VALUE:thedoor

(See The Picture Below).

PIC2_DoorValues.jpg


Notice I Drew The Door A Little Wider Than The Frame, This Is Cause Of The Way It Moves, For Some Reason
I Had to Adsjust It To Look Right. (See Picture Below).

PIC_Door1.jpg




2/ Next Add A PathNode To Your Map. You Know The PINK Ones. simply Right-Click The 2D Window And Select
node > pathnode. (See Picture Below).

PIC4_PathNode.jpg


Place The PathNode Right In Front Of The Door And Hit " N " To Open The entity Window.
Give The Pathnode These Parameters.

KEY:targetname

VALUE:kicker1

(See Picture Below).

PIC5_PathNodeValues.jpg



3/ Add Another Node Inside The door Somewhere. This Will Be Where The Actor Runs To When He Enters The Room.
With That Node Selected Hit " N " again To Open it`s entity Window And Give It These Parameters.(See Picture Below).

KEY:targetname

VALUE:indoornode



PIC6_IndoorNodeValues.jpg


5/ Then Draw A Path From The Door To The Inside Node Using The PINK Pathnodes, So The Actor Can Follow A Trail. (See Picture Below).

PIC7_Trail.jpg


6/ Next Add An AI-Actor To You Map. Anyone Will Do. With The Actor Selected Hit " N " To Open The Entity Window
And Give The Actor These Parameters.

KEY:targetname
VALUE:guy1

KEY:target
VALUE:indoornode

(See Picture Below).

PIC8_ActorValues.jpg


Thats It For The Map, compile It.

Here is The Script That Will Run The Animation: Its Not Complicated.

SCRIPT:

#using_animtree("generic_human");

main()
{
maps_load::main();
level.scr_anim["capt"]["kick door 1"] = %chateau_kickdoor1;
thread AI_KickDoor();
}


AI_KickDoor()
{
capt = getent("guy1","targetname");
capt.animname = "capt";
kickeddoor = getent ("thedoor","targetname");
node = getnode ("kicker1","targetname");
wait 3;
guy[0] = capt;
capt thread maps_anim::anim_single (guy, "kick door 1", undefined, node);
wait .5;
capt playsound ("wood_door_stuck");
wait 1;
capt thread maps_anim::anim_single (guy, "kick door 1", undefined, node);
wait .5;
kickeddoor rotateyaw(-90, .25,0.1,0.1);
capt playsound ("wood_door_kick");
wait 1;
capt playsound ("cmd_movein");
}

END SCRIPT

The Sound Files and SoundAlias File Can Be Downloaded Here: Tutorial Sound Files

Remember to Put both The Folders "sound' and 'soundaliases' In Your Call of Duty/Main folder.

Comments/Suggestions Welcome.
BR3NT

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