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Adding a Glowing Model for SP
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This Tutorial is a "How to" place a glowing object in your map.
It assumes:

          - You know some scripting.

          - You know how to use triggers of all types.

          - You know radiant.

          - You know how to create fast files for sp.

********************************************************************************
********************** Glowing Model selection *********************************
********************************************************************************
Note:  the following are just some that i know of, tested, and know they work.
There might be more but these are just some of the ones that are used
more commonly.
********************************************************************************
com_clipboard_wpaper_obj 
com_computer_keyboard_obj
com_door_breach_left_obj 
com_door_breach_right_obj
com_drop_rope_obj 
com_laptop_generic_open_obj
com_laptop_open_obj 
com_night_beacon_obj
foliage_drygrass_squareclump_obj 
mil_frame_charge_obj 
mil_tntbomb_obj_mp 
prop_flex_cuff_obj 
rappelrope100_le_obj 
rope_coil_obj 
weapon_c4_obj
weapon_claymore_detonator_objective
weapon_g36_obj
weapon_javelin_obj
weapon_m4gre_sp_obj
weapon_m67_grenade_obj
weapon_m84_flashbang_grenade_obj
weapon_mp5_obj
weapon_usp_obj
////////////////// GLOWING MODEL TUTORIAL FOR SP \\\\\\\
This tut assumes you know how to make your own .gsc and know some scripting.
To make a glowing model appear theres only really 2 steps to do it.
1. In your radiant
- place your solid model on the map.
- place your glowing model of the same type over the solid model.
2. Some minor script
- spawning, hiding and/or deleting your model.
********************************************************************************
********************** Radiant section *****************************************
********************************************************************************
In radiant go to wherever you want to spawn your glowing model. Usually
its in the same exact spot as your solid model, and it should be to give the 
illusion that we are to go to that specific model. Anywho, on your 2d 
grid window right click and go down to "script" then "model" and select your 
model ( lucky for you the list of models is above, ^^ lucky you ).But since we
have the list....this is much easier to do. So without selecting any model lets
close the window that popped up asking us to search for our model, leaving the
entity window only. Now for your key/values type this:
Key: model
value: modelname 
note: "modelname" is the name of your glowing model. Check the list and use any
one of them for this example.
now place your model in the location of your choice, even rotating if its 
necessary. All to your liking. Now before we close this, write down
the origin of your model on a piece of paper or a new notepad file. Do the same
for the angles if you have any. We will need it to for the script part. Now 
after your done writing it down delete the model and save your map. The reason
why is because saving it will make the glowing model show up on your map when
its done loading and it wont leave. So make sure you save your map WITHOUT the 
model we only needed it for the origin and angles.
note: the glowing model will show itself on the 2d grid but wont be visible on
the 3d window. I dont know why so dont ask me. Just use the 2d window
as your guide.
********************************************************************************
********************** Script section ******************************************
********************************************************************************
On your mapname.gsc have this:
precachemodel( "model_name_here" );
before "_load::main" 
afterwards when your ready to spawn your model in your script, just type the
following in the area where it is to be spawned:
nickname 		= spawn( "script_model", ( XXX, XXX, XXX ) );
nickname.angles		= ( XXX,  XXX, XXX );
nickname 		  setmodel( "model_name_here" );
to hide your model just type the following:
nickname hide();
and sure, if you want to delete it you can delete it as well, for that, just
type this:
nickname delete();
save your script. (Re)build your fastfile and run map with "enable developer" 
box checked. If anything is missing it will update it as soon as were done 
testing the map. After updating Rebuild your fastfile and test again. This time
you should see the glowing model in the location of your choice. Continue 
reading for the example i have placed. 
********************************************************************************
************************** SMALL REMINDER **************************************
********************************************************************************
Remember the following.
" nickname " 
-  would be the the name that you decide to name your spawned object.
" XXX, XXX, XXX"
-  under the " = spawn " section. It would be referring to its origin.
This is where we place the origin we wrote down ealier.	    
-  under the "nickname.angles" it would be the angles of your spawned
object. That applies if you want your model to be facing a certain 
way.
" model_name_here " 
-  would be the name of the model from the model list.
################################################################################
################################ example #######################################
################################################################################
THis is my example:
#include maps\_utility;
#include common_scriptsutility;
main()
{
precachemodel("com_night_beacon_obj");
maps\_load::main();
beacon = spawn( "script_model", ( -544, -72, 104 ) );
beacon.angles = ( 0, 0, 0 );
beacon setmodel("com_night_beacon_obj");
wait 10;
beacon hide();
wait 1; 
beacon delete();
}
################################################################################
tut by voidsource.
hope this helps.

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