| |
Topic |
Replies |
Views |
Last Post |
 |
COD4 Radiant TuorialCall of Duty 4 : CoD 4 Level DesignCould'nt agree more; modsonline has been an immense source of help to me
and many others and will continue to do so. The link is merely a get you
started.... [ more] |
3 |
76 |
Sep 18, 2008 01:20 pm by necrophaige |
 |
COD4 Radiant TuorialCall of Duty 4 : CoD 4 Level DesignHere is a link for COD4 radiant tuorial:
http://www.infinityward.com/wiki/index.php/Main_Page
Sometimes trying to search for something is like wading through treacle.
Generally I find if you ask the right question you eventually get to where
you want t... [ more] |
3 |
76 |
Sep 18, 2008 06:26 am by necrophaige |
 |
hq map doing my head inCall of Duty : CoDUO Level DesignI've gone back to the tutorial option of placing the radio in the map via
the script_model with targetname. I'm sure it will work OK but as for now
the only way I'm going to find out is when I run it on the work server.
This will do for now. At this point... [ more] |
9 |
176 |
Aug 6, 2008 04:44 am by necrophaige |
 |
hq map doing my head inCall of Duty : CoDUO Level DesignHere is a bit more info.
Loaded the game onto the server at work and started the game running.
Connected to the game from another PC and the game as HQ runs up ok.
Yet when I try to run this at home even with 2 machines and making one act
as a server it... [ more] |
9 |
176 |
Aug 4, 2008 06:19 am by necrophaige |
 |
hq map doing my head inCall of Duty : CoDUO Level DesignMy build file states that I have 1 HQ intermission, 1 TDM intermission, 13
TDM Spawn points, radios 0. Radios are written into the gsc file of which
there are 2 for now.... [ more] |
9 |
176 |
Aug 3, 2008 04:52 pm by necrophaige |
 |
hq map doing my head inCall of Duty : CoDUO Level DesignHave done this with two people. This is how I go about it.
I start a new server on one machine and select the game type as HQ.
Set pure to no, scroll to game and click start. Immediately game swithches
to DM.
My other machine is just waiting for the g... [ more] |
9 |
176 |
Aug 3, 2008 02:22 pm by necrophaige |
 |
hq map doing my head inCall of Duty : CoDUO Level DesignI have made a map that sucessfully runs the following game types:
DM, TDM, CTF & DOM with no problems at all. The map also has working jeeps
and a flakvierling. All these I have done from the tutorials and guidance
from ModsOnline.
There is still one ga... [ more] |
9 |
176 |
Aug 3, 2008 01:34 pm by necrophaige |
 |
DW-Clan Mafia mini-mod InstructionsCall of Duty : CoDUO Level DesignNo, thats fine. Just want to play with as is thanks.
Easy when you know what ur doing.
Thanks again... [ more] |
3 |
103 |
Jul 31, 2008 08:00 am by necrophaige |
 |
FX Guidance PleaseCall of Duty : CoDUO Level DesignThanks for the help I'll give it a go. My reluctance to try things is
mainly down to bitter experience. As having tried different things in the
past I have managed to mess my maps up good style in just doing the
simplest of things. For example, I wanted t... [ more] |
3 |
95 |
Jul 31, 2008 02:49 am by necrophaige |
 |
FX Guidance PleaseCall of Duty : CoDUO Level DesignI have just read the tut by General Death on smoke fx and tried it out - no
problemo :)
OK the tut is a one liner so to speak. If I wish to add additional smoke
points do I only need to mod the gsc file as follows:
level._effect["smoke"] = loadfx ("fx/s... [ more] |
3 |
95 |
Jul 30, 2008 02:21 pm by necrophaige |
 |
DW-Clan Mafia mini-mod InstructionsCall of Duty : CoDUO Level DesignI have downloaded the above mod for our work server. There does not appear
to be any readme file for setting up the mod contianed within the zip and
pk3 file. Are there any instructions kicking about for seting up the mod?
This is the question I have been... [ more] |
3 |
103 |
Jul 30, 2008 11:28 am by necrophaige |
 |
flakvierling settings?Call of Duty : CoDUO Level DesignIf that is the case then I don't have the faintest idea where to start and
even less to modify any scripts associated to any file.
... [ more] |
5 |
149 |
Jul 19, 2008 01:49 pm by necrophaige |
 |
flakvierling settings?Call of Duty : CoDUO Level DesignNo effect when using the same arc settings as an MG42, so that knocks that
notion on the head. Restricting arcs would be the icing on the cake as the
flakvierling adds just that little extra dimension of ambience to the map.
Maybe there is someone clev... [ more] |
5 |
149 |
Jul 19, 2008 11:36 am by necrophaige |
 |
flakvierling settings?Call of Duty : CoDUO Level DesignI have added a working flakvierling (from tutorial) to my map for no other
purpose than a little panache. I even accept the bug about the sight
picture because after all it is only a game and its about having some fun.
Here it comes......
But is it possi... [ more] |
5 |
149 |
Jul 19, 2008 08:51 am by necrophaige |
 |
More Vehicle ProblemsCall of Duty : CoDUO Level DesignYour suggestion of making the collmaps file into pk3 did the trick. Top
banana.
This is a very bizzar case. I have follwed eveything to the letter and yet
it failed. All I can think of is the possiblity I had a game mod downloaded
that has possibly inter... [ more] |
14 |
267 |
Jul 8, 2008 01:47 pm by necrophaige |
 |
More Vehicle ProblemsCall of Duty : CoDUO Level DesignOK. This is the information I have in the entity dialogue box for my
vehicle and yet I can still walk through it even in the final pk3 version.
key: classname
value: script_vehicle
key: model
value: xmodel/mp_v_us_lnd_willysjeep
key: vehicletype
v... [ more] |
14 |
267 |
Jul 7, 2008 04:51 pm by necrophaige |
 |
Please help me!! Im ripping my hair out and havnt got much leftCall of Duty : CoD Level DesignDon't run before you can walk. There are bucket loads of tutorials to help
you. Start with one thing at a time. Come to grips with the Entity dialogue
box (press N) and look at your filter settings - these are very useful.
Your surface inspector is also i... [ more] |
3 |
151 |
Jul 6, 2008 04:08 pm by necrophaige |
 |
More Vehicle ProblemsCall of Duty : CoDUO Level DesignTo keep things simple at this stage I have kept the GSC file simple, thus:
main()
{
ambientPlay("ambient_mp_berlin");
maps\mp\_load::main();
level thread maps\mp\_tankdrive_gmi::main();
level thread maps\mp\_jeepdrive_gmi::main();
le... [ more] |
14 |
267 |
Jul 6, 2008 01:48 pm by necrophaige |
 |
More Vehicle ProblemsCall of Duty : CoDUO Level DesignHas anyone encountered this problem before and has a solution?
The error message is:-
Couldn't find info for script_vehicle [(null)]
I have double checked all the collmaps and exmodels are in place following
the "Setting up the editor" tutorial (at l... [ more] |
14 |
267 |
Jul 6, 2008 11:44 am by necrophaige |
 |
no weapon info specified for turretCall of Duty : CoDUO Level DesignHOOOOORRRRAAAAYYYY!!!!!
Houston we no longer have a problem!
I downloaded the tower prefab, made a sybox and spawn etc.
Compiled and everything worked fine. Checked my map for function - ok. Then
copied mg42 from tower map and pasted into my map and co... [ more] |
12 |
204 |
Jul 2, 2008 04:11 pm by necrophaige |
 |
no weapon info specified for turretCall of Duty : CoDUO Level DesignSorry, no such luck! Did exactly as it says on the tin with all
instructions copied to the letter and the same error message appears. Once
again I remove the offending article and all is tickety boo.
Is there a link to a map somewhere that has a fully fu... [ more] |
12 |
204 |
Jul 2, 2008 02:29 pm by necrophaige |
 |
no weapon info specified for turretCall of Duty : CoDUO Level DesignOK. I will give it a try tonight when I get home from work. Fingers crossed
this wont go belly up.... [ more] |
12 |
204 |
Jul 2, 2008 02:52 am by necrophaige |
 |
no weapon info specified for turretCall of Duty : CoDUO Level DesignI take the mg42 out of the map and all is ok.
Tried again and this time got the error message:
bad weapon info
xmodel/mg42_bipod_stand_mp specified for turret.
Got same message when I removed the _mp.
Now I am at a loss.... [ more] |
12 |
204 |
Jul 1, 2008 02:10 pm by necrophaige |
 |
no weapon info specified for turretCall of Duty : CoDUO Level DesignThanks for having the patience to put up with me. Here is the info that I
used:
Insert: misc - turret
Key: model
Value: xmodel/mg42_bipod
Key: weaponinfo
Value: mg42_bipod_stand_mp
I tried to copy an mg42 from the dawnville map but that failed... [ more] |
12 |
204 |
Jul 1, 2008 12:32 pm by necrophaige |
 |
no weapon info specified for turretCall of Duty : CoDUO Level DesignFollowed the tutorial to the letter where the tutorial says to inset
misc_turret, define the model and state the weapon info.
The model of the mg42 appears as a model but when I run I still get the
same error message.
I tried bothe options with and with... [ more] |
12 |
204 |
Jun 30, 2008 03:47 pm by necrophaige |