
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»
|
This Tutorial will show you how to have a red dot crosshair in game.
this works with the other crosshair's on but i would turn them off in game.
this has very little scripting.
1.open your map .gsc
go to main()
{
}
at the end of the coding in that section you will put.
player = getplayers();
for(i=0; i < player.size; i++)
{
player[i] thread crosshair();
}
so your script would look like this.
main()
{
maps\_destructible_opel_blitz::init();
precacheshellshock("electrocution");
maps\_zombiemode_weapons::add_zombie_weapon( "mine_bouncing_betty",&"ZOMBIE_WEAPON_SATCHEL_2000", 2000 );
maps\_zombiemode_weapons::add_zombie_weapon( "thompson_bigammo_mp",&"ZOMBIE_WEAPON_THOMPSON_BIGAMMO", 500 );
maps\_zombiemode_weapons::add_zombie_weapon( "mp40_aperture_mp",&"ZOMBIE_WEAPON_MP40_APERTURE", 200 );
precachemodel("tag_origin");
precachemodel("zombie_zapper_power_box");
precachemodel("zombie_zapper_power_box_on");
precachemodel("zombie_zapper_cagelight_red");
precachemodel("zombie_zapper_cagelight_green");
level.valve_hint_north = (&"ZOMBIE_BUTTON_NORTH_FLAMES");
level.valve_hint_south = (&"ZOMBIE_BUTTON_NORTH_FLAMES");
precachestring(level.valve_hint_north);
precachestring(level.valve_hint_south);
precachestring(&"ZOMBIE_BETTY_ALREADY_PURCHASED");
precachestring(&"ZOMBIE_BETTY_HOWTO");
precachestring(&"ZOMBIE_FLAMES_UNAVAILABLE");
precachestring(&"ZOMBIE_USE_AUTO_TURRET");
precachestring(&"ZOMBIE_ELECTRIC_SWITCH");
precachestring(&"MILITARY2_TITLE");
precachestring(&"MILITARY2_PLACE");
precachestring(&"MILITARY2_DATE");
include_weapons();
include_powerups();
maps\nazi_zombie_military2_fx::main();
//init the perk machines
maps\_zombiemode_perks::init();
maps\_zombiemode::main();
level.burning_zombies = [];
level.electrocuted_zombies = [];
init_sounds();
//the electric switch in the control room
level thread master_electric_switch();
//keeps track of the buyable doors surroundong the control room
level thread watch_magic_doors();
//special spawn point logic for the map
level thread spawn_point_override();
//zombie asylum custom stuff
init_nazi_zombie_ver_ex();
level thread intro_screen();
level thread toilet_useage();
level thread chair_useage();
//level thread magic_box_light();
player = getplayers();
for(i=0; i < player.size; i++)
{
player[i] thread crosshair();
}
}
Just a note this one is for Zombies.
you may or may not have the same script as in this tut this is just an ex.
this is used to change the color to get a color just use radiant and hit k and chose a color.
color = (0,0,1);
thanks Demonseed for this code.
this will give you a dvar to turn it on and off
also turn it off when you use sights.
crosshair()
{
self thread laserDotAds();
self setClientDvar( "g_redCrosshairs", 0 );
while(1)
{
wait 1;
shader = "white";
color = (0,0,1);
wait 0.03;
if( !isdefined( self.laserdot ) )
{
self.laserdot = newClientHudElem( self );
self.laserdot setShader(shader,3,3);
self.laserdot.alignX = "center";
self.laserdot.alignY = "middle";
self.laserdot.alpha = 1;
self.laserdot.color = color;
self.laserdot.hideWhenInMenu = true;
self.laserdot.x = 320;
self.laserdot.y = 242;
}
}
}
laserDotAds()
{
while( true )
{
// Wait
wait (.05);
if( isdefined( self.laserdot ) )
{
if( self playerADS() == 1 )
self.laserdot.alpha = 0;
else
self.laserdot.alpha = self.laserdotalpha;
}
}
}
next you need to put this at th bottom of your .gsc i would say above this part.
//water sheeting FX
// plays a water on the camera effect when you pass under a waterfall
watersheet_on_trigger( )
credits:
Titan*BK*
wizzardofozz
irishstorm
zeroy
modsonline.com
customcod.com
need any help add me to
xfire: steeltitan5
or pm me
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