Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds
Watch MODSonair

Members Online

»
0 Active | 41 Guests
Online:

LATEST FORUM THREADS

»
New BF2 Mod
BF2 General
New Game
General Gaming
Mohaa maps on Cod2?
CoD2 MP Mapping

Tutorials

»
CoD Mapping
ratings:
Awful Rating
Poor Rating
Average Rating
Good Rating
Excellent Rating
SD Text Tutorial
Versions: You must be logged in to view history.

StrYdeR shows you how to add SD to your mp map

LOTS of pictures

There have been some questions about SD, and it seems that bandwidth prevents many from viewing the video tutorial that Wyatt Earp did here.  For those without bandwidth issues, I would recommend following the video tutorial.  This text tutorial is meant to fill the gap.

I have created a simple skybox with a piece of terrain, so without further ado – let’s get into it


Creating the Intermission


As with any other gametype we need at least one spectator spawn (any more and they are chosen between randomly).  Right click in the 2d grid and select mp then click searchanddestroy_intermission

sdtut1.JPG

Position this so that it is NOT in contact with anything else in the map (this is where spectators will spawn from)

sdtut2.JPG


Creating the Allied Spawns


The Search and Destroy gametype requires at least 16 spawnpoints for the Allies.  We want to position these relatively close together in our map (but not touching)

Right click in the 2d grid and select mp then click searchanddestroy_spawn_allied

sdtut3.JPG

Press the spacebar to replicate this unit and continue doing so until you have 16 spawns for the Allies in the Allied Spawn Area

sdtut4.JPG


Creating the Axis Spawns


The Search and Destroy gametype requires at least 16 spawnpoints for the Axis.  We want to position these relatively close together in our map (but not touching)

Right click in the 2d grid and select mp then click searchanddestroy_spawn_axis

Press the spacebar to replicate this unit and continue doing so until you have 16 spawns for the Axis in the Axis Spawn Area

sdtut5.JPG


Creating the Bombzones


Now, we are going to define our bombzone A

Load the common textures (Click textures then click common)

Select the Origin texture and draw out a brush.  I made mine 32 x 32 units

sdtut6.JPG

Press Ctrl+Tab to cycle between views and compress the Origin texture brush to 8 units thick.  Note that we are keeping this brush above the Terrain brush.

sdtut7.JPG

Select the Trigger texture and draw out a brush that completely encircles the Origin texture brush.  I made mine 224 x 336 x 80 units

sdtut8.JPG

sdtut9.JPG

This next part is a little tricky to explain – in the 3d view navigate your view to inside the Trigger texture brush and select the Origin texture brush.

sdtut10.JPG

Then in the 3d view navigate your view to outside the Trigger texture brush and select the Trigger texture brush (with the Origin texture brush inside still selected)

sdtut11.JPG

Right click in the 2d grid and select trigger then click multiple

sdtut12.JPG

Press N to bring up the entity editor and enter the following key / value pairs:

targetname / bombzone_A

script_gameobjectname / bombzone

script_noteworthy / 1

sdtut13.JPG

Press the spacebar to replicate the Bombzone A and move it to the position of Bombzone B

This is not a necessary step, as you can create Bombzone B from scratch, but in the interest of making this tutorial shorter we are going to cut some corners.  Should you wish to not use the replicate feature, then you probably don’t need this tutorial except anything but a reference document.

sdtut14.JPG

Press N to bring up the entity editor and edit the following key / value pairs:

targetname / bombzone_B

script_gameobjectname / bombzone

script_noteworthy / 2

sdtut15.JPG


Creating the Trigger Lookat


Probably the most common reason that mappers S&D gametypes fail is improper construction of the trigger_lookat, so hopefully we can rectify this here.

Select the Trigger texture and draw out a brush that is 16 x 16 x 16 (grid #5)

sdtut16.JPG

Now change your grid to #1 and select the Origin texture.

Draw out a brush using the Origin texture that is 4 x 4 x 4 and is centered on the bottom of the Trigger textured box (16x16x16) and in contact with the bottom face of the Trigger textured box.

Did that sound confusing?  Good thing I am throwing in a couple of pictures here for you to see what I am talking about

sdtut17.JPG

sdtut18.JPG

Select both the Trigger texture brush and the Origin texture brush, and with them BOTH selected right click in the 2d grid and select trigger then click lookat

sdtut19.JPG

Press N to bring up the entity editor and edit the following key / value pairs:

targetname / bombtrigger

script_gameobjectname / bombzone

sdtut20.JPG

Now that is the setup for the game level requirements.  Pretty boring this way, but it is this way so that you can use a model or brushmodel as your objective.

So let’s do just that and add models for our objectives


Adding Xmodel Objectives


Locate bombzone_A in your map

Right click in the 2d grid and select script then click model

sdtut21.JPG

This will open 2 windows, the file browser and the entity editor

sdtut22.JPG

If you have your editor setup properly, then you should be able to browse the extracted xmodel folder to the model you want to use as an objective

We are going to use static_vehicle_tank_tiger

Then in the entity editor add the following key / value pair:

script_exploder / 1

(Remember that this is bombzone_A…A = 1 and B = 2 – this is very important – or things will not happen the way you want them to)

sdtut23.JPG

Press the spacebar to replicate this model to bombzone_B

Press N to bring up the entity editor and edit the following key / value pair:

script_exploder / 2

sdtut24.JPG

In some cases it is easy to change a good model into a damaged one, in others, you may have to search – or create your own damaged model or brushmodel.

This is one of those cases where the damaged model is easy to change to with just a little bit of entity editing

Press the spacebar to replicate this model and then press N to bring up the entity editor and edit the following key / value pairs:

model / xmodel/static_vehicle_tank_tiger_d

targetname / exploder

script_gameobjectname / bombzone

sdtut25.JPG

Press the spacebar to replicate this model to bombzone_A and then press N to bring up the entity editor and edit the following key / value pair:

script_exploder / 1

sdtut26.JPG

You can add effects to this by following the using exploders tutorial (the part about fx) and following the layout here

Remember that A = 1 and B = 2 – this is very important – or things will not happen the way you want them to

Exploder Effects:

Setting script_noteworthy on a bombzone trigger to an exploder group can be used to trigger additional effects.

Note

----

Setting "script_gameobjectname" to "bombzone" on any entity in a level will cause that entity to be removed in any gametype that

does not explicitly allow it. This is done to remove unused entities when playing a map in other gametypes that have no use for them.

I hope this helps someone

I uploaded the map file here

StrYdeR


Edit - Added Aug 30, 2005

I neglected to mention that you need to add information to your .gsc to have the SD gametype work, because most mappers already have this information present...but I really should have included it just in case

Level script requirements
 -------------------------
  Team Definitions:
   game["allies"] = "american";
   game["axis"] = "german";
   This sets the nationalities of the teams. Allies can be american, british, or russian. Axis can be german.
 
   game["attackers"] = "allies";
   game["defenders"] = "axis";
   This sets which team is attacking and which team is defending. Attackers plant the bombs. Defenders protect the targets.

  If using minefields or exploders:
   mapsmp_load::main();
  
 Optional level script settings
 ------------------------------
  Soldier Type and Variation:
   game["american_soldiertype"] = "airborne";
   game["american_soldiervariation"] = "normal";
   game["german_soldiertype"] = "wehrmacht";
   game["german_soldiervariation"] = "normal";
   This sets what models are used for each nationality on a particular map.
   
   Valid settings:
    american_soldiertype  airborne
    american_soldiervariation normal, winter
    
    british_soldiertype  airborne, commando
    british_soldiervariation normal, winter
    
    russian_soldiertype  conscript, veteran
    russian_soldiervariation normal, winter
    
    german_soldiertype  waffen, wehrmacht, fallschirmjagercamo, fallschirmjagergrey, kriegsmarine
    german_soldiervariation  normal, winter

StrYdeR

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»