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this tutorial will enable you to have 2d planes going over head and 2d paratroopers coming down...Also flak 88 distant fire, flashes in sky and cloud flashes...
lets get to it shall we.
Ok i am going to tell you what to add in the scripts so we can get all that out the way. (there isn't alot at all involved.)
Ok first the soundaliases Script.
Add this to the script....
null,,null.wav,,,,,,,,,,,,,
#Sky Flashes,,,,,,,,,,,,,,
cloudflash,1,explosions/explo_distant02.wav,0.8,1.07,0.9,1.1,500000,500000,auto,,,,,mapname
cloudflash,2,explosions/explo_distant04.wav,0.8,1.07,0.9,1.1,500000,500000,auto,,,,,mapname
cloudflash,3,explosions/explo_distant05.wav,0.8,1.07,0.9,1.1,500000,500000,auto,,,,,mapname
cloudflash,4,explosions/explo_distant07.wav,0.8,1.07,0.9,1.1,500000,500000,auto,,,,,mapname
cloudflash,5,explosions/explo_distant08.wav,0.8,1.07,0.9,1.1,500000,500000,auto,,,,,mapname
just the cloud flashes make a sound
Add this to your maps csv file
remember to save the soundaliases script to MAPNAME.CSV
Ok now the
mapname_fx.gsc script......
main()
{
precacheFX();
spawnWorldFX();
}
precacheFX()
{
("fx/cannon/fire.efx");
level._effect["antiair_tracers"] = loadfx ("fx/atmosphere/antiair_tracers.efx");
level._effect["antiair_tracerscloseup"] = loadfx ("fx/atmosphere/antiair_tracers.efx");
level._effect["cloudflash1"] = loadfx ("fx/atmosphere/cloudflash1.efx");
level._effect["longrangeflash_altocloud"] = loadfx ("fx/atmosphere/longrangeflash_altocloud.efx");
level._effect["distantfire"] = loadfx ("fx/fire/distantfire.efx");
level._effect["flash2flak"] = loadfx ("fx/atmosphere/flash2flak.efx");
level._effect["flash2flak2"] = loadfx ("fx/atmosphere/flash2flak2.efx");
level._effect["distant88s"] = loadfx ("fx/atmosphere/distant88s.efx");
level._effect["lowlevelburst"] = loadfx ("fx/atmosphere/lowlevelburst.efx");
level._effect["shootdrop1"] = loadfx ("fx/atmosphere/shootdrop1.efx");
level._effect["c47flyover2d"] = loadfx ("fx/atmosphere/c47flyover2d.efx");
}
spawnWorldFX()
{
maps\_fx::gunfireLoopfx("antiair_tracers", (5025, -14265, 227),
1, 4,
5.2, 3.4,
3.2, 4.5);
maps\_fx::gunfireLoopfx("antiair_tracers", (4025, -14265, 227),
2, 4,
9.2, 4.4,
1.2, 4.5);
maps\_fx::gunfireLoopfx("antiair_tracers", (-4932, -16709, 300),
2, 3,
5.1,6.4,
2.1, 5.3);
maps\_fx::gunfireLoopfx("antiair_tracers", (687, -13553, 144),
2, 3,
5.1,6.4,
2.1, 5.3);
maps\_fx::gunfireLoopfx("longrangeflash_altocloud", (-4287, -16109, 137),
1, 2,
10, 60,
10, 40);
maps\_fx::gunfireLoopfx("longrangeflash_altocloud", (2170, -12886, 137),
1, 2,
10, 60,
5, 40);
maps\_fx::gunfireLoopfx("longrangeflash_altocloud", (385, -13049, 377),
1, 2,
10, 60,
5, 40);
maps\_fx::gunfireLoopfx("flash2flak", (-1156, -13252, 2694),
4, 8,
2.5, 3.6,
5, 20);
maps\_fx::gunfireLoopfx("flash2flak2", (-3470, -13920, 2400),
3, 6,
0.2, 1.5,
5, 10);
maps\_fx::gunfireLoopfx("flash2flak2", (762, -16389, 4543),
3, 6,
0.2, 1.5,
5, 20);
maps\_fx::gunfireLoopfx("distant88s", (5711, -19112, 700),
4, 10,
10, 30,
15, 40);
maps\_fx::gunfireLoopfx("distant88s", (5025, -14529, 900),
3, 8,
10, 30,
15, 40);
maps\_fx::gunfireLoopfx("distant88s", (-4105, -14695, 600),
3, 8,
10, 30,
15, 40);
maps\_fx::gunfireLoopfx("distant88s", (-3932, -16709, 700),
3, 8,
10, 30,
15, 40);
maps\_fx::gunfireLoopfx("lowlevelburst", (-4932, -14709, 3100),
3, 8,
1, 3,
1, 4);
maps\_fx::gunfireLoopfx("lowlevelburst", (-2335, -14149, 1394),
3, 8,
1, 3,
1, 4);
maps\_fx::gunfireLoopfx("lowlevelburst", (444, -13344, 741),
3, 8,
0.1, 3,
1,2);
}
Leave all the....
maps\_fx::gunfireLoopfx("lowlevelburst", (444, -13344, 741),
3, 8,
0.1, 3,
1,2);
all of them as they are and go in your map and see what it looks like first...THEN when you want you can edit the Numbers and change the positions of the fx.
(444, -13344, 741), ( X Y Z ) the x y z coords can be changed for the effects
3, 8,
0.1, 3,
1,2); (((((these numbers are the looping effects of the FX)))))
Ok that is all you need for fx.gsc again save it as MAPNAME_FX.GSC
Ok now the MAIN SCRIPT (this is EASY)
Add this.............
main()
{
maps\_load::main(); /// ALWAYS NEED THIS
maps\MAPNAME_fx::main(); // Enables the FX script to work
THAT IS IT FOR SCRIPTING!!!! HEHEHE
OK mapping......
to make the 2d PLANES WORK IN YOUR MAP DO THIS.....
KEYS VALUES
classname script_model
model xmodel/fx
script_delay 3 ////// this number is the seconds it waits till it spawns in map.
script_fxid c47flyover2d
script_fxcommand OneShotfx
Ok the...
script_fxcommand OneShotfx
you can change this to...
script_fxcommand loopfx
and it will loop all the time DEPENDING on how long you script_delay is
OK NOW THE PARASHOOTERS (this is a little different.)
I AM GOING TO TELL YOU HOW TO DO THE ONESHOT FX FIRST (THE LOOPING IS DIFFERENT!!)
KEYS VALUES
classname script_model
model xmodel/fx
script_delay 3 ////// this number is the seconds it waits till it spawns in map.
script_fxid shootdrop1
script_fxcommand OneShotfx
OK that is parashooting once only. no loop.
(REMEMBER YOU CAN PLACE THE xmodel/fx ANYWHERE IN THE MAP AND IT WILL WORK....EVEN OUT OF THE SKY BOX AND IT WILL WORK).
Now last but not least LOOPING the 2d paratroopers....
you may think this is strange but it is easy.
KEYS VALUES
classname script_model
model xmodel/Toilet
script_delay 3 ////// this number is the seconds it waits till it spawns in map. You can change the number. 40-50 seconds is good.
script_fxid shootdrop1
script_fxcommand loopfx
Now as you can see the model is...
model xmodel/Toilet
Yes it is a TOILET! you read it right! it is a TOILET!
////For some reason the paratroopers only loop when it is a toilet model!
in the fx script the setup_fx thread sets up the paratrooper hack
if (isdefined (self.model))
if (self.model == "xmodel/toilet")
{
self thread burnville_paratrooper_hack();
return;
}
SO this means it has to be a TOILET MODEL.
That is it....compile map and test her out
I have both Looping paratroopers and planes in my map, and oneshot NO loop paratroopers and planes in my map.
This is because the One shot planes and troopers i gave a script_delay 3 this is so when u start the map
the paratroopers and planes will spawn 3 seconds after start of map..
IF you done 3 for looping the paratroopers and planes then they would KEEP ON LOOPING every 3 seconds.
YOU WOULDN'T WANT THAT! LOL.
THANKS TO BODGER2 FOR HELPING ME TEST AND GETTING THE PARATROOPERS TO LOOP AND THE PLANES
THANK YOU.
By
BARNES AND BODGER.
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