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

Members Online

»
0 Active | 49 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Tutorials

»
CoD2 Mapping
ratings:
Awful Rating
Poor Rating
Average Rating
Good Rating
Excellent Rating
Making Flakvierling
Versions: You must be logged in to view history.

i will show how to make usable flakvierling in sp map

  Very thank to 3st0nian who give me help about make flakvierling

 Okay now open Cod2 radiant and make your own map with worldspawn and follow my step

 

1.  At first create script_vehicle give it key and value :

model xmodel/german_artillery_flakveirling

targetname flakveirling

spawnflag 1

vehicletype flakveirling

inserting key and value

2. make a clip_player around flakvierling to prevent player through this flak

clipping flakvierling

3. This for radiant, now for scripting

 

#include maps_utility;
#include maps_anim;
#include maps_fx;
#using_animtree("generic_human");
main()
{
precachevehicle("flakveirling_player");
maps_load::main();
precacheModel("xmodel/german_artillery_flakveirling_viewmodel");
precacheModel("xmodel/german_artillery_flakveirling_d");
precacheModel("xmodel/military_tntbomb");
precacheShader("hudStopwatch");
precacheShader("hudStopwatchNeedle");
level._effect["gate"] = loadfx ("fx/explosions/default_explosion.efx");
level.ongun = false;
level.timesFlakShot = 0;
level.gunswapped = false;
thread flak();
}
flak()
{
level.flakgun = getent("flakveirling", "targetname");
level.flakgun.health = 10000;
level thread resetGun();
level.flakgun thread shootQuadGun(); 
}
#using_animtree("flakpanzer"); 
resetGun()
{
level endon("flakv_killed");
level.scr_animtree["panzerflak"] = #animtree; 
level.scr_anim["panzerflak"]["fire_a"] = %flakpanzer_flak_fire_a;
level.scr_anim["panzerflak"]["fire_b"] = %flakpanzer_flak_fire_b;
level.scr_anim["panzerflak"]["basepose"] = %flakpanzer_flak_basepose;
level.scr_anim["panzerflak"]["basefire"] = %flakpanzer_flak_basefire;
for(;;)
{
level.flakgun waittill("trigger");
owner = level.flakgun getvehicleowner();
if (!isdefined(owner))
continue;
if (owner != level.player)
continue;
level.flakgun setmodel("xmodel/german_artillery_flakveirling_viewmodel");
if(level.gunswapped == false)
{
level.gunswapped = true; 
angles = level.flakgun.angles; 
origin = level.flakgun.origin; 
level.flakgun useby(level.player); 
level.flakgun delete(); 
level.flakgun = undefined;
level.flakgun = spawnVehicle("xmodel/german_artillery_flakveirling_viewmodel", "flakGun", "flakveirling_player", origin, angles);
level.flakgun.health = 100000;
//level.player.health = level.player.health * 1.5;//Lets give player some extra health so he can fight the enemy with flak 
level.flakgun UseAnimTree(level.scr_animtree["panzerflak"]);
level.flakgun makevehicleusable();
level.flakgun useby(level.player);
level.flakgun thread shootQuadGun();
}
level.ongun = !level.ongun;
level.flakgun setanimknobrestart(level.scr_anim["panzerflak"]["basepose"]);
while(1)
{
owner = level.flakgun getvehicleowner(); 
if(!isdefined(owner))
break; 
wait(0.05);
}
level.flakgun setmodel("xmodel/german_artillery_flakveirling");
wait(0.05); 
}
wait 5;
temp = spawn("script_model", level.flakgun.origin);
temp.angles = level.flakgun.angles;
temp setmodel("xmodel/german_artillery_flakveirling_d");
level.flakgun delete();
}
shootQuadGun()
{
while(self.health > 0)
{
owner = level.flakgun getvehicleowner();
if (isdefined(owner) && owner == level.player)
{
level.timesFlakShot++;
}
self waittill( "turret_fire" );
self _shoot();
}
}
_shoot()
{
if(self.health <= 0)
return;
// fire the turret
self setanimrestart (level.scr_anim["panzerflak"]["basefire"]);
self FireTurret();
}
damageArea()
{
iprintlnbold("Get to safe distance!");
wait 5;
if(distance(level.player.origin, self.origin) < 200)
level.player dodamage(level.player.health + 150, (0, 0, 0));
}

 

copy this script to your .gsc

This is my tutorial, if you have a problem, send in my email : Rafif.Zainul.Daffa@gmail.com

Have FunSmile

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

»