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Topic | Replies | Views | Last Post | |
Teleport vehicle whilst on it Call of Duty : CoDUO Mapping 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 | 2497 | Aug 25, 2007 10:49 pm by WHC_Grassy |
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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 | 2435 | Aug 14, 2007 02:24 pm by WHC_Grassy |
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Determining player's sight angles Call of Duty : CoD Mapping 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 | 2876 | Aug 12, 2007 10:23 am by WHC_Grassy |
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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 | 2435 | Aug 12, 2007 10:20 am by WHC_Grassy |
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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 | 2435 | Aug 11, 2007 11:32 pm by WHC_Grassy |
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Doors opening Call of Duty 2 : CoD2 MP Mapping Please correct me if I'm wrong, but I thought Cod2 dropped that option, no func/door_rotating available. Grassy... [more] |
17 | 1769 | Aug 10, 2007 01:24 pm by WHC_Grassy |
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THE BASICS(my first tutorial) Call of Duty 2 : CoD2 MP Mapping 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 | 1807 | Aug 10, 2007 01:20 pm by WHC_Grassy |
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unknown function Call of Duty 2 : CoD2 MP Mapping 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 | 2121 | Aug 10, 2007 10:33 am by WHC_Grassy |
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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 | 1777 | Aug 9, 2007 01:17 am by WHC_Grassy |
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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 | 1534 | Aug 8, 2007 04:47 am by WHC_Grassy |
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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 | 1534 | Aug 8, 2007 01:59 am by WHC_Grassy |
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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 | 1777 | Aug 8, 2007 01:47 am by WHC_Grassy |
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shadow problems - copied from cod forum Call of Duty : CoDUO Mapping 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 | 1544 | Aug 8, 2007 01:15 am by WHC_Grassy |
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Console Call of Duty : CoDUO Mapping 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 | 3202 | Aug 7, 2007 12:25 pm by WHC_Grassy |
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Fire and Sound Call of Duty 2 : CoD2 Scripting That wont work cause they are all pointing to the same file :) ... [more] |
24 | 1534 | Aug 6, 2007 09:22 pm by WHC_Grassy |
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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 | 1980 | Aug 4, 2007 10:51 pm by WHC_Grassy |
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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 | 1886 | Aug 3, 2007 11:05 pm by WHC_Grassy |
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trigger_damage - getting info on the player doing the damage Call of Duty : CoDUO Mapping 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 | 2637 | Aug 3, 2007 10:52 pm by WHC_Grassy |
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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 | 1886 | Aug 3, 2007 11:57 am by WHC_Grassy |
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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 | 1980 | Aug 3, 2007 11:49 am by WHC_Grassy |
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ppl crashing server prob ): Call of Duty : CoDUO Mapping 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 | 2295 | Aug 3, 2007 11:16 am by WHC_Grassy |
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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 | 1980 | Aug 3, 2007 01:54 am by WHC_Grassy |
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trigger_damage - getting info on the player doing the damage Call of Duty : CoDUO Mapping 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 | 2637 | Aug 3, 2007 01:44 am by WHC_Grassy |
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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 | 1980 | Aug 2, 2007 10:40 am by WHC_Grassy |
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trigger_damage - getting info on the player doing the damage Call of Duty : CoDUO Mapping 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 | 2637 | Aug 2, 2007 10:14 am by WHC_Grassy |
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