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Forum: All Forums : Call of Duty
Category: CoDUO Level Design
CoD United Offensive mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, supersword, supersword, batistablr, Welshy
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Author Topic: ANTITANK RIFLE
lupis42
General Member
Since: Jun 26, 2005
Posts: 5
Last: Jul 13, 2005
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Level 0
Category: CoDUO Level Design
Posted: Tuesday, Jul. 12, 2005 08:34 pm
I'm currently converting a map from COD to CODUO, and have noticed the same problem, so if you've cracked it, please explain how.
It worked perfectly in normal COD, but was ungrabbable (no little hand icon) in UO until I added a block under it, as mentioned above, and now I can grab it, but not fire it.
(On a random note, none of the textures work properly in CODUO either, they're all very low-res. I thought that it might be a problem with flare (I'm using a less than standard compile method) but the same thing happens when the origional COD bsp is launched in UO, and it's not a problem in COD. If this is normal, please let me know).
StrYdeR
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Since: May 11, 2004
Posts: 11336
Last: Dec 30, 2008
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Level 10
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Im a HOST of MODSonair
Category: CoDUO Level Design
Posted: Tuesday, Jul. 12, 2005 09:17 pm
the reason for this is that there are no uo missions where this weapon is required - so it wasnt added as a weapon...mp mappers add it as a hack - and it'll work to some extent


Quote:
On a random note, none of the textures work properly in CODUO either, they're all very low-res. I thought that it might be a problem with flare (I'm using a less than standard compile method) but the same thing happens when the origional COD bsp is launched in UO, and it's not a problem in COD.


this sounds like you are not compiling with the UO q3map

uo maps must be compiled using the updated q3map and cod maps must be compiled using the original q3map[angryalien]
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lupis42
General Member
Since: Jun 26, 2005
Posts: 5
Last: Jul 13, 2005
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Level 0
Category: CoDUO Level Design
Posted: Wednesday, Jul. 13, 2005 07:46 am
I can probably deal with the hacking it in part, any idea how to go about it?

As for the texture thing, I had thought that might have been the problem, but even with the UOTools Q3Map, it does exactly the same thing.
StrYdeR
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Since: May 11, 2004
Posts: 11336
Last: Dec 30, 2008
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Im a HOST of MODSonair
Category: CoDUO Level Design
Posted: Wednesday, Jul. 13, 2005 09:21 pm
take a look at these threads for your antitank question - and the answer(s) you seek

http://modsonline.com/Forums-top-8412-.html#44972
http://modsonline.com/Forums-top-10204-.html#54494
http://modsonline.com/Forums-top-12910-0.html

compiling for UO tutorials

http://modsonline.com/Tutorials-read-182.html
http://modsonline.com/Tutorials-read-192.html

[angryalien]
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GomerPyle
Preferred Member
Since: Sep 30, 2006
Posts: 134
Last: Dec 23, 2008
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Level 4
Category: CoDUO Level Design
Posted: Monday, Oct. 20, 2008 05:19 pm
Did anyone ever resolve this? All I can get is the shaking with no sound or flash, same as others. Same thing with lmbo-uk-Gil map demo, just the animation.[ohwell]
general99
General Member
Since: Oct 31, 2004
Posts: 259
Last: Dec 14, 2008
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Level 5
Category: CoDUO Level Design
Posted: Monday, Oct. 20, 2008 11:46 pm
Crikey!! CPR for an old thread.

AWE must have found a fix.

Play Quarantine in UO, the antitank weapon shakes & doesn't do much. Play the same map under AWE & it shoots properly.

I'd like to disable the bugger, but the cvar doesn't seem to work.
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