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Light Map ModeCall of Duty 2 : CoD 2 Level DesignAs far as Im aware it enables you to check the light pattern to ensure you
have no weird alignments or directions etc. If you do, then its a matter of
changing the Texture alignment in the surface inspector. I had one once
where my texture was out of whac... [ more] |
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Nov 2, 2006 03:09 pm by addiktive |
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[preview]CommandoCall of Duty 2 : CoD2 Custom Map ReleasesThats awesome, I love the attention to detail!
addikt... [ more] |
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Nov 1, 2006 11:01 pm by addiktive |
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Adding VideosCall of Duty 2 : CoD 2 Level DesignIm not sure how the videos are called to play, but when you make your video
you use software called RadVideoTools
http://www.radgametools.com/scripts/binkver.asp?win64&ver=1.8n to convert
avi's etc into bink files which is the supported format. Now to fig... [ more] |
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Nov 1, 2006 05:29 pm by addiktive |
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Sound does not workCall of Duty 2 : CoD 2 Level DesignSimplify the Soundaliases command, a lot of the settings are default
anyway, so you can just remove them.
incoming_mortar,,Explosions/artillery_incoming01.wav,,,,,,5000,6000,,stream
ed,,,,mp_mortar_map
explosion_ground,,Explosions/Mortar_dirt01.wav,,,,... [ more] |
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Oct 31, 2006 02:39 pm by addiktive |
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[Help] Close Door Script Addition and plane script modified?Call of Duty 2 : CoD2 ScriptingIve tried all the different channels. Local plays it on the player, so it
doesnt follow the model it is called from. It also bypasses distance
settings since its playing on the player no matter what....
Thanks for the interest though.
addikt... [ more] |
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Oct 30, 2006 05:22 pm by addiktive |
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[Help] Close Door Script Addition and plane script modified?Call of Duty 2 : CoD2 ScriptingHeya, I tested that out, but it still does the same thing, the sound plays
from the origin but doesnt follow the plane. I need to check if the sound
is stereo or mono, could be the issue...
Edit: They are mono, so they should work I assume. Anyone had ... [ more] |
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Oct 30, 2006 03:05 pm by addiktive |
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[Help] Close Door Script Addition and plane script modified?Call of Duty 2 : CoD2 ScriptingHeya Grassy.
When Ive tried to play the sound from the model it orignates from the
Planes origin, but doesnt follow the plane model... Ive tried different
Soundalias settings also.... to no avail..
In regard to the water sounds, they play when a pla... [ more] |
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Oct 30, 2006 04:08 am by addiktive |
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[Help] Close Door Script Addition and plane script modified?Call of Duty 2 : CoD2 ScriptingIm also trying to figure out how to make the Plane Sound emit from the
actual plane, so that the sound moves with it... originally it was setup as
local, which is unrealistic, any ideas?
addikt... [ more] |
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Oct 29, 2006 09:30 pm by addiktive |
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[Help] Close Door Script Addition and plane script modified?Call of Duty 2 : CoD2 ScriptingHello. This is the basic Door Script I am using, how would I modify it so
that the door doesnt close automatically, but instead remains open until
the player activates the door again to close it? Using some sort of
Switching Variable?
Code:
WoodenDoor... [ more] |
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Oct 29, 2006 09:11 pm by addiktive |
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[Help] **Compile Error**Call of Duty 2 : CoD 2 Level DesignThanks Schis. I appreciate your time and effort mate.
addikt... [ more] |
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Oct 27, 2006 05:41 pm by addiktive |
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[Help] **Compile Error**Call of Duty 2 : CoD 2 Level DesignLogically that doesnt make any sense. But I tried it anyway, and it still
has an error. What I dont understand is how all my backup files crash when
compiling.. how can they be affected? There must be something in all of the
files that links the error tog... [ more] |
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Oct 27, 2006 04:50 pm by addiktive |
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[Help] **Compile Error**Call of Duty 2 : CoD 2 Level DesignHi,
As stated I have tried compiling a version of the map well before the
latest changes, even named differently. Which is very strange.
addikt... [ more] |
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Oct 27, 2006 06:35 am by addiktive |
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[Help] **Compile Error**Call of Duty 2 : CoD 2 Level Design***Major Error***
From literally out of nowhere I can no longer compile any version of my
map, even predated backup files which use a different name.
I had compiled 5 minutes earlier with no issue, made a few changes, then
BAM, no go on the compiler... [ more] |
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Oct 27, 2006 04:46 am by addiktive |
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[release] Resistance Paris- Final/fixedCall of Duty 2 : CoD2 Custom Map ReleasesDoesnt worry me :P
Just want to say the detail is great! Really nice work. Im working on
getting the map uploaded to our clan server.. :)
Thanks
addikt... [ more] |
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Oct 25, 2006 04:48 pm by addiktive |
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[release] Resistance Paris- Final/fixedCall of Duty 2 : CoD2 Custom Map ReleasesJust a quick headsup. Youve named the loadscreen image with a 2 in it which
crashes it.
I removed the 2 and it works.
Before: loadscreen_mp_resparis2.iwi
After: loadscreen_mp_resparis.iwi
addikt... [ more] |
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Oct 25, 2006 12:14 am by addiktive |
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Floating Horse at 0,0,0 ?!?Call of Duty 2 : CoD 2 Level DesignI fixed it by placing some Script Models as the source as per
the_caretakers instructions. I couldnt get it to play with the player as
the source.... ? working now though. Thanks Guys!
addikt... [ more] |
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Oct 19, 2006 04:41 pm by addiktive |
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Floating Horse at 0,0,0 ?!?Call of Duty 2 : CoD 2 Level DesignAhh As I suspected.. Thanks for the info!
addikt... [ more] |
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Oct 19, 2006 05:47 am by addiktive |
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Floating Horse at 0,0,0 ?!?Call of Duty 2 : CoD 2 Level DesignOk Ive finally narrowed down the cause of the appearing horse...but it
doesnt make any sense.... I tried several different versions of my map and
established its nothing to do with the compiled map.
So I started testing the scripts and found that my Do... [ more] |
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Oct 19, 2006 05:03 am by addiktive |
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Floating Horse at 0,0,0 ?!?Call of Duty 2 : CoD 2 Level DesignAhh, the point is it was a server side mod, I didnt have or download any
files..... Ive totally cleaned out my folders and recompiled but it stays
theres, Its a process of elimination now to try and figure out whats
causing it...
addikt... [ more] |
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Oct 19, 2006 04:50 am by addiktive |
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Floating Horse at 0,0,0 ?!?Call of Duty 2 : CoD 2 Level DesignHi,
Originally I had a floating boat at 0,0,0 co-ords... which has disappeared
now...randomly...
Instead I have a floating horse... The thing is it doesnt show in Radiant,
and isnt listed anywhere under Details.
I made sure I had a clean director... [ more] |
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Oct 19, 2006 01:42 am by addiktive |
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Slow Moving Underwater Script...Call of Duty 2 : CoD2 ScriptingHello,
What is the easiest way to Script it so that when the players on my map are
underwater they move slower?
I already have triggers setup for drowning and sound FX which are all
working... I just want to add a line that reduces their speed like ... [ more] |
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Oct 18, 2006 11:19 pm by addiktive |
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Adding smoke/fire fx ...?Call of Duty 2 : CoD 2 Level DesignFor simple Smoke or fire on a burning building or Vehicle you can place the
FX at direct Co-ords.
Example:
main()
{
precacheFX();
ambientFX();
level.scr_sound["dockwater"] = "dockwater";
level.scr_sound["underwater"] = "underwater";
le... [ more] |
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Oct 15, 2006 04:39 pm by addiktive |
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Realistic Water?Call of Duty 2 : CoD 2 Level DesignPlease excuse my Blabbering!!!
Ive got it working... well sort of... I changed the Playloopsound to play
from the Trigger_Multiple as the source, not the player, and that works...
It doesnt appear to use the player as the source to play sounds...
It... [ more] |
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Oct 15, 2006 05:28 am by addiktive |
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Realistic Water?Call of Duty 2 : CoD 2 Level DesignWhy is it the Drowning works but the sounds dont play? Am I missing
something? Is there a particular setting required in the .csv (Ive had the
sounds working by simple placing them at a co-ord) But that script doesnt
work....?
addikt... [ more] |
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Oct 15, 2006 05:22 am by addiktive |
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Realistic Water?Call of Duty 2 : CoD 2 Level DesignThis is an interesting script, but it gets stuck on line 35 with an error
bad syntax: if (pools.classname == "trigger_multiple"){
Code:
main(){
precacheShader("white"); //[Nip] Used to tint a drowning player's screen.
thread onPlayerConnect();
th... [ more] |
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Oct 15, 2006 05:04 am by addiktive |