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CoD4 Game scriptsCall of Duty 4 : CoD 4 Level DesignOh lol :P Didn't know that, thanks!... [ more] |
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Jun 6, 2008 11:30 am by thecheeseman |
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CoD4 Game scriptsCall of Duty 4 : CoD 4 Level DesignHi guys,
I know this is kind of stupid to ask for but...
I don't have CoD4 and my comp can't handle it, so if one of you could take
the scripts (maps\) from CoD4 and send them to me I'd appreciate that.
I am modding for UO and I need some ideas ... [ more] |
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Jun 5, 2008 10:31 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignI'll help you test it :)
Make sure the soundaliases is correct. Also, some files need to be 44100Khz
16Bit Mono for them to play.
I don't know how it would move like normal vehicles, but you could use the
"moveto()" command to fake it.
Any music ... [ more] |
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May 28, 2008 08:52 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignWell, thruthfully, I am at a loss. I don't know what to say, it should
work! Eek.... [ more] |
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May 27, 2008 06:31 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignIt should be where he drags you then you stop. Try recompiling your map and
run again, see if that helps at all.... [ more] |
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May 27, 2008 06:05 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignDo you have a node here:
drag_guy_node = getent("pov_anchor","targetname");
drag_guy_node.origin = (-24, 4992, 32);
?... [ more] |
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May 27, 2008 06:01 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignWould you mind posting the whole script file once more?... [ more] |
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May 27, 2008 05:55 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignThe fx file shouldn't be the problem... and yet it still should work!
Everything is right, but nothing works. Might just be CoD2... I don't
know.
You might just have to re-script your level, and make it work your way
rather than IW's.... [ more] |
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May 27, 2008 05:51 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignYou don't need the mortars, only if you want them :) Animations should work
no matter what.... [ more] |
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May 27, 2008 05:46 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignYou missed some things, but good. Here is the fixed:
main()
{
player_animations();
ai_animations();
}
#using_animtree("duhoc_player");
player_animations()
{
level.scr_animtree["player"] = #animtree;
level.scr_anim["player"]["flip"] = %duhoc_... [ more] |
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May 27, 2008 05:09 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignYou keep the animation scripts in the main. gsc. In order for those
animations to work you need to precache them, much like the FX.
That's what the "lastcharge_anim.gsc" is for.
edited on May. 27, 2008 05:04 pm by thecheeseman... [ more] |
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May 27, 2008 05:01 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignMake sure you have an animations file(lastcharge_anim.gsc) for the
animations called in the .gsc. Also make sure to thread them in your .gsc's
main:
thread maps/lastcharge_fx::main();
thread maps/lastcharge_anim::main();... [ more] |
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May 27, 2008 04:48 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignFor the script, you don't need
higgins_wave2_start();
Also make sure you have
scripted_event_woundedShellShockMoments();
in that script.
Do you have a trigger called "animation"? If not then this script won't
start at all.
Read this tuto... [ more] |
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May 27, 2008 04:37 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignOn the
Code:player_higgins_explosion_cameraAnimate_drag()
{
//spawn dragging guy
drag_guy = getent ("Sgt.Jamohka","script_friendname");
drag_guy pushPlayer(true);
drag_guy.animname = "drag_guy";
drag_guy.anim_disablePain = true;
drag_guy thre... [ more] |
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May 27, 2008 04:30 pm by thecheeseman |
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Happy Birthday, foyleman!MODSonline : In The NewsHappy B-day Foyleman!... [ more] |
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May 27, 2008 04:26 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignWas there an error? Like script compile error, or something? That's a lot
of code, but I did notice you left out a "{}" or two here and there.... [ more] |
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May 27, 2008 04:25 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignThe problem with the magic bullet shield, is that it constantly resets the
Ai's health. Take a look at the code for it:
Code:magic_bullet_shield(health, time, oldhealth, maxhealth_modifier)
{
self endon ("stop magic bullet shield");
self endon ("d... [ more] |
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May 26, 2008 01:18 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignDo what Caretaker said. Should work fine... lol I did write the script off
the top of my head, so might be a mistake or two :)
... [ more] |
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May 25, 2008 04:42 pm by thecheeseman |
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Error when rotating entire mapCall of Duty 4 : CoD 4 Level DesignMake sure you don't have a copy of the map in your main... when you compile
it the compiler reads all the files in your main... sooo if it's in there
you'll only get a re-compiled version of the old one.... [ more] |
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May 25, 2008 04:36 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignLol like Caretaker said, should be movez(-572,2);
I see you're using the stock method for mortars
maps\_mortar::main();
But you have to rename your script_origins to "mortar" in order for that to
work. Try commenting out my mortar part, and using... [ more] |
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May 25, 2008 12:09 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level DesignI suppose you'd make a script_brushmodel part of the prefab, and in the
script tell it to move or movegravity. You will still do the "ai
dodamage((ai.health + 200), (0,0,0));" to kill him.
For the mortar, you need to look in radiant for the exact XYZ l... [ more] |
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May 22, 2008 08:43 pm by thecheeseman |
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Map Compile errorCall of Duty 2 : CoD 2 Level DesignYour problem lies right here: "C:\Program Files\Activision\Call of Duty
2bin\CoD2CompileTools.settings"
Not a slash between "Call of Duty 2bin" should be "Call of Duty 2\bin".
The compile tools can't find a folder called "Call of Duty 2bin" so it gi... [ more] |
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May 22, 2008 02:01 pm by thecheeseman |
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Questions, please help!Call of Duty 2 : CoD 2 Level Design1) For mortars use RadiusDamage,
RadiusDamage(origin, distance, max, min);
2) If your max is over 150, and the origin is at the friendly AI,
radiusdamage should kill them.
3) What do you mean, fall? As in fall out of the sky? If so make the pref... [ more] |
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May 22, 2008 01:56 pm by thecheeseman |
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play sound on every mapCall of Duty : CoD General GamingMaybe it's something with your .csv? You might need to set different values
for the sound, like looping, or something.... [ more] |
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May 19, 2008 05:32 pm by thecheeseman |
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SP Mapping HelpCall of Duty : CoD Level DesignYou can force the AI not to shoot in the script with
guy1.pacifist = true;... [ more] |
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May 19, 2008 02:09 pm by thecheeseman |