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Adding a Flakpanzer or Flak88 with Guys to your SP map
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Bodger2 walks you through adding a flakpanzer and crew or a Flak88 and crew to your SP map
Adding a flakpanzer is very easy to do,no complicated scripting for this one.

Tutorial written by Bodger2

SPECIAL THANKS TO BDBODGER, WHO FIGURED OUT HOW TO DO THIS

All credit goes to him!!!!

Step 1:Create a SCRIPT MODEL
--------------------------------------
Right click in the 2d view and select script->model

Use these KEY & VALUES

KEY:classname VALUE:script_model
KEY:model VALUE:xmodel/vehicle_tank_flakpanzer
KEY:script_turret VALUE:1

UPDATED: April 11/2004 (Thanks SewerDroid for the info)
=========================================

These KEYS & VALUES ARE OPTIONIAL
KEY:script_offtime VALUE:.1 (the amount of time before getting off)
Default if this key is not present offtime = 20000 (time in millsec,or 20 sec)

KEY:script_offradius VALUE:2000 (distance in units,when the player comes within that distance they get off)
Default if this key is not present offradius = 350

You don't need both of these KEYS,one will do.(time or distance)
=========================================

Step 2:Create the ACTORS
-------------------------------
Right click in the 2d view and select actor->any german model

Give him a targetname if you want.(auto generated names work fine)

Check the checkboxs SPAWNER & FORCESPAWNER.
This will give him a KEY:spawnflags VALUE:3

Now clone him two more times.The flakpanzer takes 3 guys to man.

Step 3:Connect the FLAKPANZER to the ACTORS
--------------------------------------------------------
Select the flakpanzer then select one of the actors and hit CTRL+K to connect them.
Continue this for the other two guys.

Step 4:Create a TRIGGER
------------------------------
Create a brush and give it the trigger texture.
Now right click in the 2d view and select trigger->multiple
It must be a trigger multiple,trigger once doesn't work.

Step 5:Connect the FLAKPANZER to the TRIGGER
---------------------------------------------------------
Select the flakpanzer then select the trigger multiple and hit CTRL+K to connect them.
This will give the trigger the same targetname as the guys.

Step 6:Create a CLIP BRUSH
----------------------------------
Since script models aren't solid in the map,you will need a clip brush to stop the AI"s and PLAYER from passing threw it.So just put some brushs around the flakpanzer,and texture them with the clip nosight metal.

UPDATED: April 11/2004 (Thanks SewerDroid for the info)
=========================================
Step 7:Create a Trigger (for notifying AI's to stop there animations)
-------------------------------
Create a brush and give it the trigger texture.
Now right click in the 2d view and select trigger->once or multiple

Step 8:Connect the FIRST TRIGGER to the SECOND TRIGGER
-----------------------------------------------------------------------
Select the first trigger(step 4) then select the second trigger(step 7) and hit CTRL+K to connect

=========================================
THATS IT FOR THE MAPPING PART
-----------------------------------------


Now for the scripting parts

Theres only one line you need in your maps GSC.

So heres what the script looks like:

main()
{
maps_load::main();//loads all global scripts
maps_panzer::main();

//GIVE PLAYER WEAPONS
level.player takeallweapons();
level.player giveWeapon("m1carbine");
level.player giveWeapon("thompson");
level.player giveWeapon("colt");
level.player giveWeapon("fraggrenade");
level.player switchToWeapon("thompson");
}

 The _panzer.gsc handles everything for you,inclueding the trigger.So you will not need to script the trigger.

Simple right?But we are not done yet!

The sounds for the FLAKPANZER are map specific.
So you will need to create your own .CSV for your map.Name it the same name as your map.(yourmapname.csv)
Save it in the soundaliases folder in your pk3.

So heres what it looks like:

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,,,,,,,,,,,,,

#Flakpanzer,,,,,,,,,,,,,,
flakpanzer_loop,,weapons/flak/Flakpanzer_loop.wav,1.5,1.5,1,1,1550,5000,weapon,,,looping,master,yourmapname
flakpanzer_loop_fast,,weapons/flak/Flakpanzer_loop_fast.wav,1.5,1.5,1,1,1550,5000,weapon,,,looping,master,yourmapname
flakpanzer_loop_null,,weapons/flak/Flakpanzer_loop.wav,0,0,1,1,1550,5000,weapon,,,looping,master,yourmapname
flakpanzer_loop_fast_null,,weapons/flak/Flakpanzer_loop_fast.wav,0,0,1,1,1550,5000,weapon,,,looping,master,yourmapname
flakpanzer_cooldown,,weapons/flak/Flak_single.wav,1.25,1.25,0.9,1.1,1250,5000,weapon,,,,master,yourmapname
flak_singleshot,,weapons/flak/Flak_single.wav,1.5,1.5,0.85,1.1,1200,4000,weapon,,,,master,yourmapname

 
Well thats it we are done,now that wasn't hard was it?

The above tutorial also works for the FLAK88,with a few differences.

First it uses a different script,so instead of using the panzer script you would use the flak script.
maps_flak::main();

Second,it uses a different model.
KEY:model VALUE:xmodel/turret_flak88
There are several flak88 models,but they are static ones and will not work.

Third,the flak88 has two different flak types.(flakair and flakairlow)
So you will have to give the gun a script_flaktype.Pick one.
KEY:script_flaktype VALUE:flakair
KEY:script_flaktype VALUE:flakairlow
The difference between the two is the angle of the barrel of the gun.
flakair is straight up,flakairlow is well low.

Fourth,and this should be obvious by now,it has different sounds.

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,,,,,,,,,,,,,

#Flak 88,,,,,,,,,,,,,,
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

UPDATED: April 11/2004 (Thanks SewerDroid for the info )
=========================================

Fifth,the flak88 can have 4 AI's.(passer,loader,ejecter,leader)

Those are the only differences from the flakpanzer.

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