| |
Topic |
Replies |
Views |
Last Post |
 |
Seperate SpawnsCall of Duty : CoDUO Level DesignBase assault in UO also uses them.
If you want to distinguish a certain area for axis and allies spawns, you
would need to do that using the ally and axis spawns. Then you would need
to modify the TDM gsc file changing the type of spawns it uses.
H... [ more] |
4 |
56 |
Nov 14, 2008 10:49 am by codmp |
 |
Seperate SpawnsCall of Duty : CoDUO Level Designmp_spawn_allie and axis only work in SD gametype, not TDM... [ more] |
4 |
56 |
Nov 14, 2008 10:27 am by codmp |
 |
Whats wrong with this script?Call of Duty 2 : CoD2 ScriptingNo offense, if you're going to be lazy, then expect lazy responses.... [ more] |
13 |
174 |
Nov 9, 2008 02:59 pm by codmp |
 |
Whats wrong with this script?Call of Duty 2 : CoD2 ScriptingRun in developer and post the full error. Im sure there is more to the
error than just the " unkown function" such as a line where it occurs.... [ more] |
13 |
174 |
Nov 9, 2008 02:48 pm by codmp |
 |
a gravity scriptCall of Duty 2 : CoD2 ScriptingThere is a few gscs in the script. You need to open the iwd file after
opening the .zip file.
Also, this looks like the part that controls the gravity ( from the
_mbot.gsc)
Code:
/*
--------------
fallGravity
--------------
*/
fallGravity()... [ more] |
17 |
141 |
Oct 25, 2008 06:30 pm by codmp |
 |
Spawn models on map?Call of Duty 2 : CoD2 ScriptingI dont think it is possible to spawn a trigger =/
BTW, what are you trying to do? You might be able to have something
triggered based on the players distance from a certain object. Using a
method like that might help if spawning a trigger is impossible... [ more] |
10 |
171 |
Oct 20, 2008 02:41 pm by codmp |
 |
need urgent help, VERY strange problem with scriptCall of Duty 2 : CoD2 ScriptingHey, I noticed in the script that you have, you didnt put any
blimpTest waittill("movedone"); after the moveto functions. Adding those in
before the wait(); statements should help.
If you still can't get it to work, I'll send you the test map that i... [ more] |
7 |
94 |
Oct 19, 2008 10:45 pm by codmp |
 |
Spawn models on map?Call of Duty 2 : CoD2 ScriptingYes, it is possible.
Code:
variableName = spawn("script_model", (0, 0, 0) );
variableName setmodel("xmodel/crate01");
This will spawn a script_model at coords 0,0,0. Then it will place the
crate01 xmodel in that position.
For other reference of... [ more] |
10 |
171 |
Oct 18, 2008 04:09 pm by codmp |
 |
Lightning sounds?Call of Duty 4 : CoD 4 ScriptingSorry, I forgot a semi-colon in the code i posted above:
Code:
main()
{
org = getent( "org", "targetname");
while(1)
{
org playsound("lightning");
wait(120);
}
}
This should work, or at least give no errors.... [ more] |
6 |
114 |
Oct 18, 2008 03:54 pm by codmp |
 |
How to make a brushmodel move to an origin helpCall of Duty 2 : CoD2 ScriptingI just made a test map with a blimp. Here is the script i made:
Code:
transport()
{
blimpTest = getent("blimp", "targetname");
trig = getent("btrig", "targetname");
org = getent("org1", "targetname");
oldorg = blimpTest.origin;
while(1)
... [ more] |
6 |
82 |
Oct 18, 2008 03:21 pm by codmp |
 |
[help] double sliding doorsCall of Duty 4 : CoD 4 Scriptingvariable = undefined;
Doing something like that when declaring a variable should give it an empty
value, since it's essentially undefined.
Adding level. in front of your variables name should make it global, so you
don't have to redefine the variabl... [ more] |
3 |
72 |
Oct 18, 2008 01:54 pm by codmp |
 |
Help!Call of Duty 4 : CoD 4 Level DesignPost the error you're getting so that people know what to help with.... [ more] |
3 |
41 |
Oct 16, 2008 06:11 pm by codmp |
 |
Map/model imports from mayaCall of Duty 4 : CoD 4 Level DesignI don't believe it's possible. The created map would most likely contain
way too many tris/polys. You could try and cut the count down and maybe get
it in-game, but at that point a map made in radiant would look much better
and more detailed.
... [ more] |
4 |
84 |
Oct 16, 2008 06:09 pm by codmp |
 |
Lightning sounds?Call of Duty 4 : CoD 4 ScriptingCode:
main()
{
org = getent( "org", "targetname");
while(1)
{
org playsound("lightning")
wait(120);
}
}
Something like that should work as long as you set up the sound files
correctly. This script is based on just one scri... [ more] |
6 |
114 |
Oct 16, 2008 02:46 pm by codmp |
 |
Is this all I can expect for a mapping program?Call of Duty 4 : CoD 4 Level Designmjrtoo writes...Quote:codmp writes...Quote:Do you run everything as
administrator? I find doing that usually fixes any problem that i have with
the CoD Tools, and any other program. Although im running on 32bit.
Yes, I'm an administrator on this machin... [ more] |
16 |
126 |
Oct 15, 2008 09:53 pm by codmp |
 |
Is this all I can expect for a mapping program?Call of Duty 4 : CoD 4 Level DesignDo you run everything as administrator? I find doing that usually fixes any
problem that i have with the CoD Tools, and any other program. Although im
running on 32bit.... [ more] |
16 |
126 |
Oct 15, 2008 09:34 pm by codmp |
 |
i have finnished map where do i put gsc and map fileCall of Duty 2 : CoD 2 Level DesignWell, there's tutorials that tell you where to put those files.
Now for the answer, put the map and gsc into your maps/mp folder. This
makes it so you can test your map in multiplayer without having to make the
.iwd file.... [ more] |
4 |
66 |
Oct 8, 2008 06:36 pm by codmp |
 |
Whats wrong with this script?Call of Duty 2 : CoD2 ScriptingIm assuming you know that in order to import a map from CoD to CoD2 you
need to texture everything with the caulk texture. If you didnt do that,
then theres the error =P... [ more] |
13 |
174 |
Oct 5, 2008 12:46 pm by codmp |
 |
Whats wrong with this script?Call of Duty 2 : CoD2 ScriptingIf this script is from a CoD prefab, then why not just import the elevator
this was made for into your CoD2 map?... [ more] |
13 |
174 |
Oct 5, 2008 11:54 am by codmp |
 |
How do i make something move, on use?Call of Duty 4 : CoD 4 Level DesignThis tut should help:
http://www.modsonline.com/Tutorials-read-121.html... [ more] |
7 |
105 |
Sep 27, 2008 06:02 pm by codmp |
 |
Problems with multiplayer map scriptingCall of Duty 2 : CoD 2 Level DesignAlso, make sure that your .d3bpsp file is in the /maps/mp folder when
you're testing in muliplayer. Sometimes the compiler doesn't put the
compiled version in that folder automatically.... [ more] |
15 |
163 |
Sep 27, 2008 05:44 pm by codmp |
 |
Problems with multiplayer map scriptingCall of Duty 2 : CoD 2 Level DesignOk, first of all, you only need one global_intermission. Try renaming your
map, even if you think it's not relevant, it might work. Third, before
testing your map again, try removing all your custom downloaded content in
your Main folder ( excluding the m... [ more] |
15 |
163 |
Sep 27, 2008 01:30 pm by codmp |
 |
Elevator on mp map HELP!!Call of Duty : CoD Level DesignWhen you post a script on the forums, make sure you use the [ code ] [
/code ] (without the spaces) tags so it doesn't get distorted like it did
on your first post.
With that said, the script looks right to me(at least what ukd posted), so
to make sur... [ more] |
12 |
215 |
Sep 27, 2008 01:21 pm by codmp |
 |
brushmodel error!Call of Duty 2 : CoD2 ScriptingOk well i tried searching to see if anyone else had the same problem but i
got a lot of posts that didn't really have anything to do with this
problem.
So, all i can say is delete your last two script_brushmodels that you made
(or however many you add... [ more] |
5 |
61 |
Sep 27, 2008 01:10 pm by codmp |
 |
brushmodel error!Call of Duty 2 : CoD2 ScriptingMaybe lowering the amount of brushes in your script_brushmodels might
help.
Also, can you post the error you're getting, so it makes it easier to help
you.... [ more] |
5 |
61 |
Sep 27, 2008 12:44 pm by codmp |