| |
Topic |
Replies |
Views |
Last Post |
 |
water ... please !!Call of Duty 4 : CoD 4 Level DesignAfter you put in the water brush, you need to place a reflection probe
above the water, and compile reflections.... [ more] |
17 |
282 |
Mar 24, 2008 03:49 pm by (VM)Monkey |
 |
tunnels now working !! :(Call of Duty 4 : CoD 4 Level DesignAlso, make sure that your grass texture isn't a blend/alpha texture.... [ more] |
8 |
189 |
Jan 23, 2008 01:16 pm by (VM)Monkey |
 |
backlot map loading instead of the compiled mapCall of Duty 4 : CoD 4 Level DesignShimi writes...Quote:after backlot loads type /set sv_mapRotation "" in
console and then try to load your map again with /devmap command. When
there is an error the server automatically switches to map rotation, but
when there isn't any map rotation, then... [ more] |
7 |
177 |
Jan 22, 2008 02:50 pm by (VM)Monkey |
 |
Multiple Floor Elevator ScriptCall of Duty 2 : CoD 2 Level DesignSorry for digging up this old thread, but I noticed somebody else linked to
it, so I needed to post an update.
This script may work best for SP only (I can't verify that though). With
the three elevators I had running, and an otherwise average scripted... [ more] |
6 |
361 |
Nov 23, 2007 03:01 pm by (VM)Monkey |
 |
Complex Elavator . . .Call of Duty : CoD Level DesignThe last two numbers on the move/rotate commands are the amount of time it
takes to get up to speed, and to slow down.
So a movez(136, 4, 1, 1);
would take 1 second to get up to speed, travel 2 seconds at full speed, and
take another second to slow ... [ more] |
17 |
180 |
Nov 23, 2007 02:58 pm by (VM)Monkey |
 |
help with defining variableCall of Duty 2 : CoD2 ScriptingSorry it took so long to respond.
The best way I can explain it is to consider the brackets ({ and }) as a
sort of box. Anything between { and } is inside that box.
The if, else, while, for, etc statements only run the next command. Think
of them as... [ more] |
8 |
216 |
Nov 17, 2007 01:26 am by (VM)Monkey |
 |
help with defining variableCall of Duty 2 : CoD2 ScriptingI just tried this and it worked:
Code:
main()
{
trigs = getentarray("shoot_trig", "targetname");
for(i=0;i... [ more] |
8 |
216 |
Nov 15, 2007 11:20 am by (VM)Monkey |
 |
help with defining variableCall of Duty 2 : CoD2 ScriptingIf you type /developer 1 in the console before you run your map, and then
bring up the full console (shift+~), where it tells you that you have an
uninitialized variable, it should show you the line it's from and put an
asterisk underneath the variable th... [ more] |
8 |
216 |
Nov 15, 2007 11:09 am by (VM)Monkey |
 |
help with defining variableCall of Duty 2 : CoD2 ScriptingThe unitiliazed variable is cybershot. What you're trying to do is compare
it to a string, in which case it should be
if (player.name == "cybershot")
As far as the return true; part, that depends on what you're trying to do.
for any if statement... [ more] |
8 |
216 |
Nov 15, 2007 03:45 am by (VM)Monkey |
 |
script for elevator with 2 switchesCall of Duty 2 : CoD2 ScriptingThe problem in the script is that you have to activate elevatorswitch
before you enter the if/else. The waittill for the elevatorswitch2 is in
the else part. So right now, if the level.counter_num does not equal one,
you have to press elevatorswitch befor... [ more] |
5 |
219 |
Oct 29, 2007 03:38 pm by (VM)Monkey |
 |
movex-problemCall of Duty 2 : CoD2 ScriptingIf I remember exactly, rotateyaw rotates around the Z axis, rotateroll
rotates around the Y axis, and rotatepitch rotates around the X axis.
If you do not have an origin brush as part of your script brushmodel, it
considers the origin to be (0,0,0), so... [ more] |
16 |
237 |
Oct 10, 2007 02:19 am by (VM)Monkey |
 |
Is it possible to overscript a map?Call of Duty 2 : CoD2 ScriptingThis all was with no effects running. One guy was hiding, nothing was being
run or moving, I threw a grenade, got the animation, but no grenade
spawned.
And I'm not an idiot script-kiddie, 94sniper. I know the script works. I've
tested it non-stop for ... [ more] |
11 |
250 |
Oct 5, 2007 04:30 pm by (VM)Monkey |
 |
Is it possible to overscript a map?Call of Duty 2 : CoD2 ScriptingFor the past several months, I've been working on my personal masterpiece.
I've tried to make it more dynamic than your average map. There are 5
elevators, 3 of which are the multi-floor modern elevators that I've posted
about before. There's a controllab... [ more] |
11 |
250 |
Oct 5, 2007 03:31 pm by (VM)Monkey |
 |
Looping music doesn't loopCall of Duty 2 : CoD2 ScriptingThanks OLD_MAN. The .wav file works perfectly.
I just left it on "voice" because I tested every possible entry there. The
problem with "local", and I think "auto" too, is you hear it throughout the
map, no matter where you are, which is not what I was ... [ more] |
7 |
197 |
Oct 2, 2007 03:51 pm by (VM)Monkey |
 |
Looping music doesn't loopCall of Duty 2 : CoD2 ScriptingOk, the search function doesn't seem to be working for me, so I'm sorry if
this is covered elsewhere.
In my elevators, I want some annoying elevator music to play. On the
ceiling of my elevator cab, I have a bunker light model. The model was then
link... [ more] |
7 |
197 |
Sep 30, 2007 04:40 pm by (VM)Monkey |
 |
mp triggers helpCall of Duty 2 : CoD2 ScriptingAhh. I see. I was just coding it as a one shot thing, just to give you an
idea. I was tempted to do it the other way, but I wasn't sure if that was
what you wanted.
This might work better for you.
Code:
firsttrigger()
{
trig = getent("first... [ more] |
7 |
188 |
Sep 18, 2007 03:40 pm by (VM)Monkey |
 |
mp triggers helpCall of Duty 2 : CoD2 Scriptingin your main():
Code:
level.second_activated = false;
thread firsttrigger();
thread secondtrigger();
then:
Code:
firsttrigger()
{
trig = getent("firsttriggername", "targetname");
trig waittill("trigger", player);
if... [ more] |
7 |
188 |
Sep 18, 2007 02:28 pm by (VM)Monkey |
 |
elevator with doors trigger questionsCall of Duty 2 : CoD 2 Level DesignThis part:
Code:
level.liftmoving = false;
level.direction = 553;
thread lift();
trig = getentarray("verzoektrigger", "targetname");
for (i=0; i < trig.size; i++)
{
trig[i] th... [ more] |
39 |
238 |
Sep 13, 2007 03:13 pm by (VM)Monkey |
 |
elevator with doors trigger questionsCall of Duty 2 : CoD 2 Level DesignNot sure exactly what you mean. Can you post your .gsc?... [ more] |
39 |
238 |
Sep 13, 2007 01:29 pm by (VM)Monkey |
 |
elevator with doors trigger questionsCall of Duty 2 : CoD 2 Level DesignGlad you got it working.
You can use the same targetname for more than one entity, but you have to
use getentarray() and usually a for() loop.
Good luck with the outside doors, I'm sure you'll get it. The hard part
will be making sure that the door... [ more] |
39 |
238 |
Sep 13, 2007 12:41 pm by (VM)Monkey |
 |
elevator with doors trigger questionsCall of Duty 2 : CoD 2 Level DesignMacklebee beat me to it.
As far as the verzoek trigger, I guess I really need to ask how you have it
set up. On mine, there are buttons outside the elevator that call the
elevator to the floor, so those are stationary, and you will need one on
each flo... [ more] |
39 |
238 |
Sep 13, 2007 10:43 am by (VM)Monkey |
 |
elevator with doors trigger questionsCall of Duty 2 : CoD 2 Level DesignI've found the easiest way to code is to keep it as simple as possible. Try
something like this:
Code:
main()
{
maps\mp\_load::main();
// setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
setCullFog(0, 10000, 0.55, 0.6, 0.55, 0);
game["allies... [ more] |
39 |
238 |
Sep 13, 2007 02:24 am by (VM)Monkey |
 |
elevator with doors trigger questionsCall of Duty 2 : CoD 2 Level DesignAs far as the first question, I have no idea. My triggers have been doing
that for a while, and I haven't figured out why.
For the second question, yes, you will need another trigger to call the
elevator to the floor you are at. You should be able to j... [ more] |
39 |
238 |
Sep 12, 2007 04:29 pm by (VM)Monkey |
 |
elevator with doors trigger questionsCall of Duty 2 : CoD 2 Level DesignSorry, I sent you a whole huge message on youtube, since I can't access
ModsOnline from work.
To get the trigger to move with the elevator, after your "getent"
statements, add the following:
Code:
trig enableLinkTo();
trig linkTo(lift);
That ... [ more] |
39 |
238 |
Sep 12, 2007 02:34 pm by (VM)Monkey |
 |
elevator with doors trigger questionsCall of Duty 2 : CoD 2 Level DesignDoh! Sorry, I was rushing to get ready for work and missed that.
Code:
lift= ("lift", "targetname");
deurrechts= ("dr", "targetname");
deurlinks= ("dl", "targetname");
trig= ("triggerlift", "targetname");
should be
Cod... [ more] |
39 |
238 |
Sep 11, 2007 04:23 pm by (VM)Monkey |