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AI and Player Paratroopers
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Bodger2 makes it easy
My brother Bdbodger and I have created a global script for AI & Player paratroopers for your single player maps.So what does this new script do?

1)It lets you put both triggered and non triggered AI paras (non triggered ones fall at the start of the map)
2)It lets you have a Player para with or without AI paras.
3)Contains alot of debugging stuff,so if you make a mistake in setting up your map you will get an ERROR message that tells you what the problem is.
Without stopping the map from running.
4)Only requires you to put one line in your maps gsc file.

So on with the tutorial:

=============== HOW TO CREATE AI PARATROOPERS ===============
This is not for player parachuting in || See HOW TO CREATE A PLAYER PARATROOPER below

Step 1: Create an ACTOR allied or german (inside your map)

Right click in 2D view and select an actor
Check the spawnflag checkboxs in radiant,SPAWNER & FORCESPAWN

Step 2: Create a VEHICLE NODE (the nodes DO NOT have to be inside the sky box)

Right click in 2D view and select info> vehicle_node
Check the spawnflag checkbox in radiant,START_NODE
Place the start node up in the air where you want the para to start
Give the start node the following KEYS & VALUES

KEY: targetname VALUE: parachute drop (must be this or paratroopers.gsc will not work)
KEY: script_parachutegroup VALUE: 1 (use the same # for each para in the group)
KEY: script_delay VALUE: 1.4 (adjust each node so paras drop a various times)

Step 3: Create VEHICLE NODE ROTATE nodes

Right click in 2D view and select info> vehicle_node_rotate
Give it an angle (the angle you want your para the face)
Place it lower down than the start node(you will be creating a path)
Clone the node again and place it at ground level(this is the final node in the path)

Step 4: Connect the ENTITIES

Select the start vehicle node then select the first rotate vehicle node and hit CTRL+K to connect them
With the first rotate vehicle node already selected,select the second rotate vehicle node and hit CTRL+K to connect them
Now we have a path of vehicle nodes,if done correctly you will see lines in radiant with arrows pointing to the ground

Now you need to connect the actor,this will be done manually.
Select the actor and manually give him the targetname of the FIRST ROTATE VEHICLE NODE
If done correctly you will see a line going from the START NODE to the ACTOR

Step 5: Redo steps 1 to 4 for each paratrooper
All the start nodes in your group have the same script_parachutegroup #

Step 6: Create a TRIGGER

If you want the AI paras to drop at the beginning of the map skip this step
If you want them to drop later continue

You can have more than one drop,but the trigger and start nodes must have the same script_parachutegroup #
You can have both non triggered and triggered in your map,but non triggered ones will drop at the start of the map

Create a trigger and give it the following KEYS & VALUES

KEY: targetname VALUE: para_trigger (must be this or paratroopers.gsc will not work)
KEY: script_parachutegroup VALUE: 3 (3 being the group # of the start node for this group)

===========THATS IT FOR THE MAPPING STUFF IN RADIANT ===========

Step 7: Adding to your maps .gsc file

EXAMPLE:

main()
{
maps_load::main();//you must have this in your maps gsc file

mapsparatroopers::main();

}
//END MAIN BODY


Step 8: Create (or add) to your maps .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,,,,,,,,,,,,,


#Parachute
Parachute_land_friendly,,misc/para_land_player.wav,1,1,0.9,1.05,2000,7000,,,,,,yourmapname
---------------------------------------------------------------------------------------------

Step 9: Add PARATROOPERS.GSC to the maps folder

Place paratroopers.gsc in the same dir(folder) as your bsp and maps gsc files



=========== AND THATS IT YOU HAVE AI PARATROOPERS ============




===========HOW TO CREATE A PLAYER PARATROOPER ==============
---------------------------This is not for AI parachuting in -------------------------------

Step 1: Create a PLAYER START

Right click in 2D view and select info >player_start


Step 2: Create a ACTOR

Right click in 2D view and select an actor
Check the spawnflag checkboxs in radiant,SPAWNER & FORCESPAWN
Now give him the following KEY & VALUE

KEY: targetname VALUE: parachute friend (must be this or paratroopers.gsc will not work)

Step 3: Create a SCRIPTED NODE

Right click in 2D view and select node >scripted (does not have to be a scripted node,but this makes more sence)
Place the scripted node at ground level where you want the player to land


Step 4: Connect the ACTOR to the SCRIPTED NODE

Select the actor then select the scripted node and hit CTRL+K to connect them

Step 5: Make room in your SKYBOX

Because it uses a preset animation the player starts approx. 3425 units in the air
And if the skybox is not tall enough, you will start out side the skybox and all you will see is the void until you pass into the skybox
So make your skybox area around the Player drop area at least 3450 units from ground level

========== THATS IT FOR THE MAPPING STUFF IN RADIANT ===========

Step 6: Adding to your maps .gsc file
EXAMPLE:

main()
{
maps_load::main();//you must have this in your maps gsc file

mapsparatroopers::main();

}

//END MAIN BODY



Step 7: Create (or add) to your maps .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,,,,,,,,,,,,,

#Parachute
Parachute_land_player,,misc/para_land_player.wav,1.5,1.5,,,1000,15000,,,,,,yourmapname
---------------------------------------------------------------------------------------------

Step 8: Add PARATROOPERS.GSC to the maps folder

Place paratroopers.gsc in the same dir(folder) as your bsp and maps gsc files



========== ADD THATS IT YOU HAVE A PLAYER PARATROOPER =========

Here is a link to the test map,bsp,and paratroopers.gsc file
test_para.zip
This tutorial is inclueded in paratroopers.gsc ,for easy viewing later on.

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