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Latest Posts by WHC_Grassy
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Teleport vehicle whilst on it
Call of Duty : CoDUO Level Design
Moving or changing the origins of script_vehicles is not supported in UO. I have tried all ways I know of to relocate a vehicle in a completed map via scripts and all errors I got reported "function not supported for this entity" or similar.... [more]
9 219 Aug 25, 2007 06:49 pm
by WHC_Grassy
neon sign
Call of Duty 2 : CoD2 Scripting
Yeah I admit it was a little over the top, I best stay away from the forums when I'm in a bad mood. Just a tip, most of your questions have already been asked many many times in these forums, all you need to do is use keywords in the search section an... [more]
17 614 Aug 14, 2007 10:24 am
by WHC_Grassy
Determining player's sight angles
Call of Duty : CoD Level Design
Ullo?? I heard my name Post too much do I ? :) Well that may be true, my Missus would agree with that as well.. LOL Ok found some stuff relevant to your question. http://www.modsonline.com/Forums-top-63610.html We need more info on what you... [more]
10 447 Aug 12, 2007 06:23 am
by WHC_Grassy
neon sign
Call of Duty 2 : CoD2 Scripting
TheArmy writes...Quote:how can it be just a brush with a texture over it. whats all the code for then. Mate, please don't assume we don't know what we're talking about. You only have to look at the number of posts we have made and how long we have be... [more]
17 614 Aug 12, 2007 06:20 am
by WHC_Grassy
neon sign
Call of Duty 2 : CoD2 Scripting
It's just a brush made into a brushmodel, the texture is a custom transparent texture. So make a texture in a graphics program, apply it to a brush, make the brush a brushmodel and your done. Grassy ... [more]
17 614 Aug 11, 2007 07:32 pm
by WHC_Grassy
Doors opening
Call of Duty 2 : CoD 2 Level Design
Please correct me if I'm wrong, but I thought Cod2 dropped that option, no func/door_rotating available. Grassy... [more]
17 402 Aug 10, 2007 09:24 am
by WHC_Grassy
THE BASICS(my first tutorial)
Call of Duty 2 : CoD 2 Level Design
Nice job! Just one small detail, you may unintentionally cause new mappers to develop bad habits by building with solid textures like you demonstrated. What happens is your maps data size is larger than needs to be. It causes lots of lighting compil... [more]
21 583 Aug 10, 2007 09:20 am
by WHC_Grassy
unknown function
Call of Duty 2 : CoD 2 Level Design
Start your map in developer mode, it will give more info about the error. If you dont know how to do that then search it, it has been mentioned millions of times before. Grassy... [more]
5 287 Aug 10, 2007 06:33 am
by WHC_Grassy
Jukebox in MP
Call of Duty 2 : CoD2 Scripting
Heres a simple script i made so you can play random songs on the one trigger, just set up your alias names in a sequence as discussed above in this thread. Make the sounds looping, the script will play a random song by default at the start. When the tri... [more]
27 354 Aug 8, 2007 09:17 pm
by WHC_Grassy
Fire and Sound
Call of Duty 2 : CoD2 Scripting
Change the pitch values or just remove them in the sound properties in your csv, it shows you were they are in the example line. To play a sound once change them to nonlooping. To play a sound only when a player dies involves scripting way above you... [more]
24 318 Aug 8, 2007 12:47 am
by WHC_Grassy
Fire and Sound
Call of Duty 2 : CoD2 Scripting
No, caretaker meant "make all the ALIAS names the same, then give each one an index from 1 to 5, each line then points to the relevant filename, filenames can be anything. For eg: alias,1,misc/scream_omg.wav alias,2,misc/ohdammit.wav alias,3,misc/iw... [more]
24 318 Aug 7, 2007 09:59 pm
by WHC_Grassy
Jukebox in MP
Call of Duty 2 : CoD2 Scripting
Try this csv. Code:name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_mi n,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,comp ression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb, lfe percentage ... [more]
27 354 Aug 7, 2007 09:47 pm
by WHC_Grassy
shadow problems - copied from cod forum
Call of Duty : CoDUO Level Design
Quote:c:\program files\call of duty>"c:\program files\call of duty\uotools\bin\flare.e xe" -modelshadow -modelalphashadow -extra -verbose -game uo "c:\program files\g ame\uo\maps\mp\shadow" Ok, no need to have -modelshadow and -modelalphashadow switc... [more]
15 351 Aug 7, 2007 09:15 pm
by WHC_Grassy
Console
Call of Duty : CoDUO Level Design
If you are running the jeep and tankdrive scripts in your maps gscg and use developer mode it will crash. Just comment those lines out while testing in dev mode. Grassy... [more]
10 530 Aug 7, 2007 08:25 am
by WHC_Grassy
Fire and Sound
Call of Duty 2 : CoD2 Scripting
That wont work cause they are all pointing to the same file :) ... [more]
24 318 Aug 6, 2007 05:22 pm
by WHC_Grassy
flying planes
Call of Duty 2 : CoD2 Scripting
Ok, well are those two planes script_models, are they each targeting a script_origin? I'm all out of ideas now, if model 1 works, there is no reason why the rest dont, the routines are the same for each model. Grassy... [more]
44 460 Aug 4, 2007 06:51 pm
by WHC_Grassy
is it possible?? lift Q
Call of Duty 2 : CoD2 Scripting
Yeah good point Pedro, but I was being lazy and assumed that you can only go to the middle floor by default from the top or ground floors. And then have to hit one of the triggers at the middle floor again to keep going down or up. Grassy... [more]
13 422 Aug 3, 2007 07:05 pm
by WHC_Grassy
trigger_damage - getting info on the player doing the damage
Call of Duty : CoDUO Level Design
Are you refering to the code above? Your not trying to do that on a trigger_damage are you? That code above will only work on an entity, like a brushmodel or a script_model. Grassy... [more]
10 386 Aug 3, 2007 06:52 pm
by WHC_Grassy
is it possible?? lift Q
Call of Duty 2 : CoD2 Scripting
If you want the availability of calling the elevator to any floor and telling it to either go up or down you will need 6 triggers, 2 on each floor as Pedro said. Grassy *EDIT* Doh! In fact you will only need 4 triggers. On the ground floor you ... [more]
13 422 Aug 3, 2007 07:57 am
by WHC_Grassy
flying planes
Call of Duty 2 : CoD2 Scripting
Ok here is a new soundalias file for your map. Code:name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_mi n,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,comp ression,secondaryaliasname,volumefalloffcurve,startdela... [more]
44 460 Aug 3, 2007 07:49 am
by WHC_Grassy
ppl crashing server prob ):
Call of Duty : CoDUO Level Design
Have you got the server creating logs? You should be able to find the cause of the crash in the log I would have thought. Grassy... [more]
6 271 Aug 3, 2007 07:16 am
by WHC_Grassy
flying planes
Call of Duty 2 : CoD2 Scripting
The commas are "delimeters" between each parameter. No wonder you dont hear anything, you have a min value greater than 1 and no max value in the volume parameters. If you dont understand the exact parameters, I suggets you use the settings of a stock... [more]
44 460 Aug 2, 2007 09:54 pm
by WHC_Grassy
trigger_damage - getting info on the player doing the damage
Call of Duty : CoDUO Level Design
Complete code? Define complete. That bit of code shows all you need to make great scripts. :) I dont think people realise how good this is, imagine having heaps of objects in your map that react with damage and no triggers used. And they can all... [more]
10 386 Aug 2, 2007 09:44 pm
by WHC_Grassy
flying planes
Call of Duty 2 : CoD2 Scripting
The script looks ok to me, double check your keys and values in the models. Also try this version of the script, I modified it slightly so it passes the origins to the flyby function directly. Grassy Code: main() { level thread planes(); ... [more]
44 460 Aug 2, 2007 06:40 am
by WHC_Grassy
trigger_damage - getting info on the player doing the damage
Call of Duty : CoDUO Level Design
Yup :) With this little gem you can have any script_model or script_brushmodel take damage and blow up or something without the need to use trigger_damage triggers. Note this script will only report info to the screen so you can see that the "ent" ... [more]
10 386 Aug 2, 2007 06:14 am
by WHC_Grassy
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