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Teleport vehicle whilst on itCall of Duty : CoDUO Level DesignMoving 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] |
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Aug 25, 2007 06:49 pm by WHC_Grassy |
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neon signCall of Duty 2 : CoD2 ScriptingYeah 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] |
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Aug 14, 2007 10:24 am by WHC_Grassy |
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Determining player's sight anglesCall of Duty : CoD Level DesignUllo?? 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] |
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Aug 12, 2007 06:23 am by WHC_Grassy |
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neon signCall of Duty 2 : CoD2 ScriptingTheArmy 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] |
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Aug 12, 2007 06:20 am by WHC_Grassy |
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neon signCall of Duty 2 : CoD2 ScriptingIt'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] |
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Aug 11, 2007 07:32 pm by WHC_Grassy |
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Doors openingCall of Duty 2 : CoD 2 Level DesignPlease correct me if I'm wrong, but I thought Cod2 dropped that option, no
func/door_rotating available.
Grassy... [ more] |
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Aug 10, 2007 09:24 am by WHC_Grassy |
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THE BASICS(my first tutorial)Call of Duty 2 : CoD 2 Level DesignNice 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] |
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Aug 10, 2007 09:20 am by WHC_Grassy |
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unknown functionCall of Duty 2 : CoD 2 Level DesignStart 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] |
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Aug 10, 2007 06:33 am by WHC_Grassy |
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Jukebox in MPCall of Duty 2 : CoD2 ScriptingHeres 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] |
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Aug 8, 2007 09:17 pm by WHC_Grassy |
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Fire and SoundCall of Duty 2 : CoD2 ScriptingChange 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] |
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Aug 8, 2007 12:47 am by WHC_Grassy |
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Fire and SoundCall of Duty 2 : CoD2 ScriptingNo, 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] |
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Aug 7, 2007 09:59 pm by WHC_Grassy |
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Jukebox in MPCall of Duty 2 : CoD2 ScriptingTry 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] |
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Aug 7, 2007 09:47 pm by WHC_Grassy |
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shadow problems - copied from cod forumCall of Duty : CoDUO Level DesignQuote: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] |
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Aug 7, 2007 09:15 pm by WHC_Grassy |
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ConsoleCall of Duty : CoDUO Level DesignIf 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] |
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Aug 7, 2007 08:25 am by WHC_Grassy |
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Fire and SoundCall of Duty 2 : CoD2 ScriptingThat wont work cause they are all pointing to the same file :)
... [ more] |
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Aug 6, 2007 05:22 pm by WHC_Grassy |
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flying planesCall of Duty 2 : CoD2 ScriptingOk, 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] |
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Aug 4, 2007 06:51 pm by WHC_Grassy |
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is it possible?? lift QCall of Duty 2 : CoD2 ScriptingYeah 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] |
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Aug 3, 2007 07:05 pm by WHC_Grassy |
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trigger_damage - getting info on the player doing the damageCall of Duty : CoDUO Level DesignAre 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] |
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Aug 3, 2007 06:52 pm by WHC_Grassy |
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is it possible?? lift QCall of Duty 2 : CoD2 ScriptingIf 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] |
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Aug 3, 2007 07:57 am by WHC_Grassy |
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flying planesCall of Duty 2 : CoD2 ScriptingOk 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] |
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Aug 3, 2007 07:49 am by WHC_Grassy |
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ppl crashing server prob ):Call of Duty : CoDUO Level DesignHave 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] |
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Aug 3, 2007 07:16 am by WHC_Grassy |
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flying planesCall of Duty 2 : CoD2 ScriptingThe 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] |
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Aug 2, 2007 09:54 pm by WHC_Grassy |
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trigger_damage - getting info on the player doing the damageCall of Duty : CoDUO Level DesignComplete 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] |
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Aug 2, 2007 09:44 pm by WHC_Grassy |
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flying planesCall of Duty 2 : CoD2 ScriptingThe 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] |
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Aug 2, 2007 06:40 am by WHC_Grassy |
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trigger_damage - getting info on the player doing the damageCall of Duty : CoDUO Level DesignYup :)
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] |
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Aug 2, 2007 06:14 am by WHC_Grassy |