MODSonline
  Welcome Guest to MODSonline Home | Forums | Register | Login
Main-Menu
Home
Login
Register
Add Download
Add News
Add Tutorial *
Forums

Advertise
Affiliate Store US *
Affiliate Store UK *
Affiliate Store CA *
Angry Letter Generator
Avatar Upload
Calendar of Games
Contact
Downloads
FAQs
Forums
Member List
Member Projects
News
News Grabber *
Policy
Polls
Private Messages
Reviews
Screenshot Gallery
Search
Servers - Game
Store - Shirts *
Subscribe
Topics
Tutorials
Weblinks
Wiki *
Tutorials
CoD Mapping
CoDUO Mapping
CoD2 Mapping
CoD4 Mapping
CoDWW Mapping
CoD FAQs
HL2 Mapping
HL2 FAQs
SOF1 Mapping
Crysis Mapping
Q4 Mapping
Doom 3 Mapping
Doom 3 FAQs
UT2K3 Mapping
SOF2 Mapping
SOF2 FAQs

Lightray Modeling
General Modeling
General Modding
Adobe Photoshop
Common Mapping Errors

Readme.txt Generator
Members-Online
Kill_me_now [Searc]
Papik [Searc]
Tally [Forum]
lazygit [Proje]
CoDLiNK [Forum]
Bodkin [Forum]
tomalla [Forum]

7 Members and 16 Guests
Chat MODSonline
0 People Now Chatting
MODSOnline TeamSpeak

download TeamSpeak

In-The-News
Monday, Dec. 1st
A message from foyleman
Sunday, Nov. 30th
MODSonair 156 Live
Friday, Nov. 28th
MODSonair Episode 155
Wednesday, Nov. 26th
MODSonair Forum Buttons
Monday, Nov. 24th
Holiday Gift Guide 2008 - PC
Latest Poll
Single or Multiplayer maps for World at War?
Single-Player 30.12%
Multiplayer 61.45%
WHAT!? The tools are out? 8.43%
Read More...
10 comments

Newsletter
Name:
Email:
Newsletter Archives
Your Membership
User Name:
Password:
Register.
In The Forums
FX help
CoD:WW Scripting.. Posts: (19) Views: (205) by Tally
A message from foyleman
In The News.. Posts: (32) Views: (171) by gopherchucks
nazi_zombie problem with map : (
CoD:WW Level Des.. Posts: (1) Views: (11) by Papik
Sharks!!!!!!!!!
CoD:WW Level Des.. Posts: (8) Views: (188) by SparkyMcSparks
Google 468 Banner Quake 4 Mods for Dummies
CoDWW Download
Forums
MODSonline.com Forums

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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, batistablr, Welshy
Latest Posts
Subscribed Posts
Search
Restricted Access Restricted Access subscribe
Author Topic: HQ and BEL
Sm_Art_Y
General Member
Since: Aug 5, 2005
Posts: 172
Last: Jul 10, 2008
[view latest posts]
Level 4
Category: CoDUO Level Design
Posted: Friday, Sep. 2, 2005 01:47 pm
Hey guys....


im wondering where could i find HQ and BEL tutorial....

Maybe im blind but i couldnt find it in tutorials sesion..


So i guess it probably doesnt exist yet?

I know there a re some prefabs with bel gametype...


But i would really like to do it myself...

={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
[view latest posts]
Level 8
Category: CoDUO Level Design
Posted: Friday, Sep. 2, 2005 01:51 pm
BEL is automatic with TDM spawns, no extra work required.


For HQ...try looking in the hq.gsc file that defines it. Normally in each gametype .gsc file at the top it will tell you what you need in order to use that gametype. I believe HQ uses TDM spawns, but the gsc should tell you how to set up radios, etc.
Sm_Art_Y
General Member
Since: Aug 5, 2005
Posts: 172
Last: Jul 10, 2008
[view latest posts]
Level 4
Category: CoDUO Level Design
Posted: Friday, Sep. 2, 2005 02:10 pm
BEL comes with TDM?

well it seemed a bit weird when i was compiling and there were 70 bel spawns...

Darn...I hoped i would have some more fun...

Well at least HQ is still a job to do...
HQ.gsc? where can i find it?in some stock pk3 or what?





If ur intrested in my map...

i ll probably put it at my projects tommorow...

i would say its at 95% completed...

and when i put it there...

Guys please put comments if u can...

i would really like to know what s ur opinion...




edited on Sep. 2, 2005 01:10 pm by Sm_Art_Y
={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
[view latest posts]
Level 8
Category: CoDUO Level Design
Posted: Friday, Sep. 2, 2005 02:14 pm
yes, I believe it is in...pakuo1


I copied this out of it



Quote:
/*
HQ
Objective: Set up HQ at a radio and run the other teams points down to 0 by not allowing them to have a HQ
Map ends: When one teams score reaches 0, or time limit is reached
Respawning: No wait / Near teammates

Level requirements
------------------
Spawnpoints:
classname mp_teamdeathmatch_spawn
All players spawn from these. The spawnpoint chosen is dependent on the current locations of teammates and enemies
at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.

Spectator Spawnpoints:
classname mp_teamdeathmatch_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.

Level script requirements
-------------------------
Team Definitions:
game["allies"] = "american";
game["axis"] = "german";
This sets the nationalities of the teams. Allies can be american, british, or russian. Axis can be german.

If using minefields or exploders:
maps\mp\_load::main();

Radio Position information:
You can place the radios in your map file using a script_model, and targetname of "hqradio"

If you can't put the script_models into the map file (you only have the bsp) you can spawn the radios into the
map in the level script (see the official level scripts). Here is how you spawn them into the map via the script...

if (getcvar("g_gametype") == "hq")
{
//spawn radio 1
radio = spawn ("script_model", (0,0,0));
radio.origin = (-1167, -18611, 64);
radio.angles = (0, 82, 0);
radio.targetname = "hqradio";

//spawn radio 2
radio = spawn ("script_model", (0,0,0));
radio.origin = (111, -16064, 29);
radio.angles = (353, 47, 16);
radio.targetname = "hqradio";
}

and so on...

Optional level script settings
------------------------------
Soldier Type and Variation:
game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "wehrmacht";
game["german_soldiervariation"] = "normal";
This sets what models are used for each nationality on a particular map.

Valid settings:
american_soldiertype airborne
american_soldiervariation normal, winter

british_soldiertype airborne, commando
british_soldiervariation normal, winter

russian_soldiertype conscript, veteran
russian_soldiervariation normal, winter

german_soldiertype waffen, wehrmacht, fallschirmjagercamo, fallschirmjagergrey, kriegsmarine
german_soldiervariation normal, winter

Layout Image:
game["layoutimage"] = "yourlevelname";
This sets the image that is displayed when players use the "View Map" button in game.
Create an overhead image of your map and name it "hud@layout_yourlevelname".
Then move it to main\levelshots\layouts. This is generally done by taking a screenshot in the game.
Use the outsideMapEnts console command to keep models such as trees from vanishing when noclipping outside of the map.
*/



Have fun.
Sm_Art_Y
General Member
Since: Aug 5, 2005
Posts: 172
Last: Jul 10, 2008
[view latest posts]
Level 4
Category: CoDUO Level Design
Posted: Saturday, Sep. 3, 2005 01:47 am
thx, u saved a lot of work for me...


maybe i ll make tut about HQ?


dunno yet
The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
[view latest posts]
Level 10
Forum Moderator
Category: CoDUO Level Design
Posted: Saturday, Sep. 3, 2005 05:00 am
There already is a HQ tutorial:

HQ video.
={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
[view latest posts]
Level 8
Category: CoDUO Level Design
Posted: Saturday, Sep. 3, 2005 08:33 am
lol ruin the fun why dont ya [tongue]
StrYdeR
Preferred PLUS Member
Since: May 11, 2004
Posts: 11328
Last: Nov 27, 2008
[view latest posts]
Level 10
Forum Moderator
Im a HOST of MODSonair
Category: CoDUO Level Design
Posted: Saturday, Sep. 3, 2005 11:21 am

Quote:
Team Definitions:
game["allies"] = "american";
game["axis"] = "german";
This sets the nationalities of the teams. Allies can be american, british, or russian. Axis can be german.

If using minefields or exploders:
maps\mp\_load::main();
is the only information that you need in your gsc to add the hq gametype - if you have the map

then IN your map add a script_model radio with the targetname hqradio in each location that you want an hq radio

[angryalien]
Go ahead... You Play I Mod : MODSonline.com
Support Modsonline by becoming a PREFERRED MEMBER today
Have you heard the MODSonair Podcast?: www.modsonair.com
MODSonair is a weekly podcast bringing you the news from a modders perspective. Tune in every Sunday at 4pm GMT to listen LIVE.
Sm_Art_Y
General Member
Since: Aug 5, 2005
Posts: 172
Last: Jul 10, 2008
[view latest posts]
Level 4
Category: CoDUO Level Design
Posted: Saturday, Sep. 3, 2005 02:36 pm
I almost gave up you know..

I thought i had to invent some trigger areas like at domination or ctf...

and that i will need origns to see my hq radios on compass....

i never thought that would be that simple....


i ll reconsider about adding it
Restricted Access Restricted Access subscribe
MODSonline.com Forums : Call of Duty : CoDUO Level Design
All logos and trademarks and information in this site are property of MODSonline LLC © 2008.
The comments are property of their posters.
RSS news feeds for MODSonline can be found News.php.
Art of War Central
Partners
modbase.be
CODAddicts - Call of Duty News & Downloads
The Firing Box
XoXide
Call of Duty Headquarters
Battle for Europe COD2
Frag Universe
Ask About
Advertising
Friends
Volcano
The Clan Database
CoD 4 Base
Ask About
Advertising
Link to Us
MODSonair
View in iTunes
Please help us to raise in the ranks of podcasting and subscribe to our itunes feed using the link above.
MODSonair Releases
MODSonair Episode 155
MODSonair Episode 154
MODSonair Episode 153
MODSonair Episode 152
MODSonair Episode 151
Next Show
The next MODSonair show will air LIVE on:

Time remaining:
Copyright © 2008 MODSonline
Tresware Content Management System Copyright © 2008 Tresware
Website Designed and Hosted   Tresware