
Members Online»
0 Active | 10 Guests
Online:
|
LATEST FORUM THREADS»
by ammys09
Posts: 1 / 236 warfare
CoD4 Map + Mod Releases by devielthan
Posts: 1 / 1772 Key Things the Design Comm...
CoDBO MP Mapping by rabbihasan21
Posts: 1 / 1093 Three Out of 10 Television...
CoDBO General by warrior777
Posts: 2 / 896 Voting menu on maps
CoD+UO General by
Posts: 0 / 787 Hauling 911
CoDBO3 General |
Polls»
|
1. Step
create a simple door with frame and make an origin brush in the door hinge that's the center of rotation... to see how in the lower picture

2. Step
and now select your origin, the door and the hingeand make it to a script brushmodel
and enter following keys:
key: targetname
Value: door
3: Step
the last in the brushwork part is the trigger for the door switch.
create a trigger, make it to a trigger use (you can also use a trigger multiple if you like the trigger is activating by touching)
and enter following keys:
key: targetname
Value: door_trigger

that's all of brushwork
now the scripting part
enter the following script in your gsc file.
the only difficulty on that is it the sound to time the explanations behind the commands should help you to understand it better if you are not yet so fit
script:
//scriptet by hAYX
main()
{
thread scripted_door();//definition --> script contains the function scripted_door
}
scripted_door()//the function scripted_door starts
{
door = getent ("door","targetname");//definition --> the object (the door) with the targetname door that has the name door
trig = getent ("door_trigger","targetname");//definition --> the object (the trigger) with the targetname door_trigger that has the name trig
while (1)//definition --> the function should grind run in one that it is again usable after every process
{
trig waittill ("trigger");//definition --> after the activity of the trigger
door playsound ("keys_jingle");//definition --> play the sound "keys_jingle"
wait (2);//definition --> wait 2 seconds
door rotateyaw ( 90, 2, 1.5, 0.5);//definition --> trick the door around 90 degrees, in 2 seconds, with an acceleration of 1.5 seconds and a deceleration of 0.5 seconds
door playsound ("openloop");//definition --> play the sound "openloop"
door waittill ("rotatedone");//definition --> wait on the end of the rotation
wait (6);//definition --> wait 6 seconds
door playsound ("door_close");//definition --> play the sound "door_close"
door rotateyaw ( -90, 2.1, 1.5, 0.5);//definition --> trick the door around -90 degrees, in 2.1 seconds, with an acceleration of 1.5 seconds and a deceleration of 0.5 seconds
wait (1.9);////definition --> wait 1.9 seconds
door playsound ("door_bounce");//definition --> play the sound "door_bounce"
}
}
Latest Syndicated News»
Comments: 5
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which... Comments: 5
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ... Comments: 5
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead?
... Comments: 5
Codutility.com up and runn...
It seems to me the like the site is completely dead? Comments: 5
Codutility.com up and runn...
Yeeaahhhh.........
|
Latest Downloads»
mp_Temple
Call of Duty: Mods: Multiplayer (624.12Kb) OHMY Don Quixote
Call of Duty 2: Maps: Multiplayer (5.76Mb) OHMY Neuburg
Call of Duty 2: Maps: Multiplayer (6.84Mb) OHMY Tebessa
Call of Duty 2: Maps: Multiplayer (7.36Mb) OHMY POW Camp
Call of Duty 2: Maps: Multiplayer (2.15Mb) |
Partners & Friends»
|
Site Links and Information
|
Partners
|
Friends
|
Copyright © MODSonline LLC
Tresware Content Management System © 2011
Website Designed by LKFX and Developed by Tresware