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Forum: All Forums : Call of Duty 2
Category: CoD 2 Single Player
Call of Duty 2 single player mapping, scripting and everything single player.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, batistablr, Welshy
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Author Topic: Door Kick Tutorial
Ace008
General Member
Since: Jul 22, 2005
Posts: 735
Last: Nov 2, 2008
[view latest posts]
Level 6
Category: CoD 2 Single Player
Posted: Friday, Feb. 23, 2007 10:03 am
////Door Kick Tutorial by Ace008\\\\\



Alright lets get started

Step 1: Create a node_scripted and give it a targetname:

Value:targetname
Key:door_node



Step 2: Create an actor of your choosing and give him a targetname:

Value:targetname
Key:doorkicker




Step 3: Create your door, which the actor will kick, and turn it into a script_brushmodel. To do this while the door is selected right click in your grid and look for something called script. Inside that you will see script_brushmodel, which you will click. The door will turn blue on the grid to let you know it is
now a script_brushmodel.

Now give the door a targetname:

Value:targetname
Key:door

Also while the door is selected press N and put a check in the box that says DynamicPath.



Step 4: Create another door the same size as the first with the same texture of course and turn it into a script_brushmodel. This door is where the first door will
swing to after the actor kicks it so place it where you want the door to end up.



Step 5: Now select the first door and then the second door and press W to connect them. You will see a blue line indicating they are connected.



Step 6: Draw out a brush and make it a trigger_once. To do this right click in your grid and under trigger there will be
something called once. Now give it a targetname:

Value:targetname
Key:door_trig



Step 7: This is the last part for mapping! Place the scripted node about 10 units away from the door so it looks like the actor is actually kicking it. If it is any farther away it looks kinda odd. Also make sure the node is facing towards the door . To do this on top there is a button that has a Z with an arrow to N(The 8th button on the row) click that and an arrow will appear from the node. Make sure that arrow is pointing towards the door so the actor kicks in the correct direction.

////////////////////

Okay now the feared part, the part everyone hates...Scripting WUHAAAAA.

Step 1: Create a GSC file called mymapname.gsc and copy this code into it:


Code:




Step 2: Now make another gsc fille and call it mymapname_anim.gsc and copy this code into it:


Code:



Thats it for scripting, aren't you happy!

//////////////////////

Okay Now for the Sound in your COD2 main folder create a folder called Soundaliases. Inside that create
a new text document and place this code into it:


Code:


Save this as mymapname.csv and you are all done.


Now go compile and admire your work!



edited on Feb. 23, 2007 10:07 am by Ace008
[DKTM]spitfire(fin)
General Member
Since: Aug 15, 2005
Posts: 112
Last: Feb 1, 2008
[view latest posts]
Level 4
Category: CoD 2 Single Player
Posted: Friday, Feb. 23, 2007 12:45 pm
"Honey I'm home" lol [2guns]

Nice tutorial, we needed this..Thank you!
Ace008
General Member
Since: Jul 22, 2005
Posts: 735
Last: Nov 2, 2008
[view latest posts]
Level 6
Category: CoD 2 Single Player
Posted: Friday, Feb. 23, 2007 01:38 pm
Your Welcome! I am glad to help contribute to this great website after all the help you guys have been[thumbs_up].
StrYdeR
Preferred PLUS Member
Since: May 11, 2004
Posts: 11322
Last: Nov 19, 2008
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Level 10
Forum Moderator
Category: CoD 2 Single Player
Posted: Friday, Feb. 23, 2007 06:56 pm
hey cool - permission to add it to the tutorials section?

[angryalien]
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Sparks.
General Member
Since: Feb 27, 2004
Posts: 889
Last: Nov 21, 2008
[view latest posts]
Level 7
Category: CoD 2 Single Player
Posted: Friday, Feb. 23, 2007 07:31 pm
Good tutorial, nice to see a new single player one.

Just wonder, if someone were to kick a locked door, wouldn't it fall on the floor? [lol] If it was unlocked, why kick it? [drink]
babycop
General Member
Since: Feb 18, 2006
Posts: 471
Last: Nov 9, 2008
[view latest posts]
Level 5
Category: CoD 2 Single Player
Posted: Friday, Feb. 23, 2007 07:50 pm
hey! thanx ace! been looking for this one...gonna use it in my new map...[cool]good job as usual man [2guns]
Ace008
General Member
Since: Jul 22, 2005
Posts: 735
Last: Nov 2, 2008
[view latest posts]
Level 6
Category: CoD 2 Single Player
Posted: Friday, Feb. 23, 2007 08:07 pm
Go ahead and add it to the tutorial section if you want Stryder[wave]. Also thanks for the compliments guys!



Quote:
Just wonder, if someone were to kick a locked door, wouldn't it fall on the floor? If it was unlocked, why kick it?


Wouldn't be as dramatic to just turn a door handle. Not to mention it is fun to destroy things[biggrin].

edited on Feb. 23, 2007 08:09 pm by Ace008
All-Killer
General Member
Since: May 26, 2006
Posts: 138
Last: Sep 29, 2008
[view latest posts]
Level 4
Category: CoD 2 Single Player
Posted: Sunday, Feb. 25, 2007 11:56 am
Nice one going to use it soon i hope.
Ace008
General Member
Since: Jul 22, 2005
Posts: 735
Last: Nov 2, 2008
[view latest posts]
Level 6
Category: CoD 2 Single Player
Posted: Friday, Mar. 9, 2007 08:49 am
UPDATE


Sorry guys but I forgot to add something in this tutorial. When you make the first door make an origin brush with it that has the same targetname. Make sure the origin texture is touching both the door and the wall near it. Basically think of it as your door hinge. Everything will still work without the origin brush but the door moves really fast without it and looks a little unrealistic. Again I am sorry I forgot to put that information in. If a mod could please update the tutorial I would be thankful.
MooL
General Member
Since: Sep 12, 2006
Posts: 2
Last: Apr 12, 2007
[view latest posts]
Level 0
Category: CoD 2 Single Player
Posted: Thursday, Apr. 12, 2007 03:12 pm
Hi when i go to play my map it comes up with a error saying.


Code:


Hope someone can help me out [wave]
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