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Adding Drivable Vehicles
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Tutorial by Flipsen and Bodger2 explains how to add usable vehicles in your SP map
1: make a big skybox with a single brush (just as a test)

2: put a "script_vehicle" in your map and assign the following key/value's to it (in the entity window)

model/"you can put any model of the respective vehicle you want (so of you'd want a t34 tank in your map put the vehicle_tank_t34 model in your map"

vehicletype/here's a list of the names of the value's that can be put here:
Flak88
FlakVierling
T34
PanzerIV
tiger

Targetname/ this is to match the above list
flakvierling
flak88
t34
panzer
tiger

spawnflags/1 (you can also check the "usable box in the entity window)

then put this in your script (in the "main" section of your script, this is for example if i'd put a flakvierling anti air turret from the airfield level in my map):

flakvierling = getent("flakvierling","targetname");
flakvierling maps\_flakvierling::init();


here's what entity's i'd have to put in my map for the flakvierling to work:

classname script_vehicle
model xmodel/artillery_FlakVierling
spawnflags 1
targetname flakvierling
vehicletype FlakVierling


Important other stuff:

1: the sounds dont work very well yet

2: NOTE THE CAPITAL LETTERS, LEAVE THEM or it wont work

Bodger2 adds:

...scripting for the Flak 88

Its has much more scripting because its not included in _flak.gsc
You need to create a script vehicle Flak 88 and check the USABLE spawnflag.
Give it a targetname and a vehicle type.

KEY:classname VALUE:script_vehicle
KEY:xmodel VALUE:xmodel/turret_flak88
KEY:spawnflags VALUE:1
KEY:targetname VALUE:blabla
KEY:vehicletype VALUE:Flak88

Heres the GSC scripting part

main()
{
maps\_load::main();
thread player_flak88();
}

player_flak88()
{
flak1 = getent("blabla","targetname");
flak1 thread flak88_init();
flak1 thread maps\_flak::flak88_playerinit(flak1);

vec = (7600, -310, -720);  //origin to face at start (x,y,z)coords
flak1 setTurretTargetVec(vec);
}

flak88_init()
{
self.health  = 250;
thread flak88_kill();
thread flak88_shoot();
}

flak88_kill()
{
self.deathmodel = "xmodel/turret_flak88_d";
self.deathfx    = loadfx( "fx/explosions/explosion1.efx" );
self.deathsound = "explo_metal_rand";
maps\_utility::precache( self.deathmodel );
self waittill( "death", attacker );
self setmodel( self.deathmodel );
self playsound( self.deathsound );
self clearTurretTarget();
playfx( self.deathfx, self.origin );
earthquake( 0.25, 3, self.origin, 1050 );
}

flak88_shoot()
{
while( self.health > 0 )
{
self waittill( "turret_fire" );
self FireTurret();
wait 1;
self playsound ("flak_reload");
}

//destroy the shell hudelem
if (isdefined (level.fireicon))
level.fireicon destroy();
}
And for the CSV file

name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,channel
,type,probability,loop,masterslave,loadspec,subtitle

null,,null.wav,,,,,,,,,,,,,

Flak88_fire,1,weapons/flak/flak88_fire.wav,1.5,1.5,0.9,1.1,800,6500,weapon,,,,,!yourmapname
Flak88_fire,2,weapons/flak/flak88_fire02.wav,1.5,1.5,0.9,1.1,800,6500,weapon,,,,,!yourmapname
Flak88_fire,3,weapons/flak/flak88_fire03.wav,1.5,1.5,0.9,1.1,800,6500,weapon,,,,,!yourmapname
flak_reload,,weapons/flak/flak_reload.wav,1.5,1.5,0.9,1.1,120,500,,,,,,yourmapname

and before anyone asks this is for SP ONLY
 
some other side notes to mention - the T34 and Flackvierling work really well compared to the other script vehicles because they were part of the SP misions and had to be good - the other tanks are somewhat hard to control

also - due to (what i thought would be - but aren't) obvious reasons - you CANNOT copy and paste the code from this tutorial into your own gsc.  your gsc must be text only and a copy and paste wont produce that

retype the info into your gsc for NO PROBLEMS

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