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Forum: All Forums : Call of Duty
Category: CoD General Gaming
General game questions, comments, and chat.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, supersword, batistablr, Welshy
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Author Topic: Half-life2 guns?
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1087
Last: Nov 15, 2008
[view latest posts]
Level 8
Category: CoD General Gaming
Posted: Saturday, Sep. 15, 2007 07:31 am
maybe if ur lucky, u could use the head bounce script from AWE mod for the object bounce, script_models/brushes i think hav a limit of how many there can be a in a map - 240 i think

self settakedamage(true);
self waittill("damage", player);

are the lines for setting script_blahs to take damage
then...

self linkto(player);

will link it to u (follow u) as if u grabbed it w/e u do in hl2

so heres somthin u could try...

make a little test map an make a script_model an set a model to it or make a script_brushmodel

give is a targetname of test_thing

now for scripts


Code:


then go thirdperson (\cg_thirdperson 1) to hav a look

not tested, couldn't be bothered to do all that :D
The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
[view latest posts]
Level 10
Forum Moderator
Category: CoD General Gaming
Posted: Saturday, Sep. 15, 2007 12:55 pm
Moviestar, don't go around calling people names please. We're not all as smart and enlightened as you obviously are.

Macklebee, the same goes for you.
macklebee
Preferred Member
Since: Dec 6, 2006
Posts: 104
Last: Aug 24, 2008
[view latest posts]
Level 4
Category: CoD General Gaming
Posted: Saturday, Sep. 15, 2007 01:43 pm
Caretaker, I would not lower myself to that level.

Point of the matter is people are still spending time on these earlier versions, no matter what moviestar thinks. In fact, look at the great, creative work Novemberdobby is doing. I don't understand why this person feels the need to try to belittle anyone or the work they do.

Class Act!

[thumbs_up]
moviestar
General Member
Since: May 3, 2006
Posts: 86
Last: May 4, 2008
[view latest posts]
Level 3
Category: CoD General Gaming
Posted: Saturday, Sep. 15, 2007 03:01 pm
Read my post i have not belittled anyones work, i know the q3a engine and its not possible to do what he is asking but good luck to him if he wants to try...

The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
[view latest posts]
Level 10
Forum Moderator
Category: CoD General Gaming
Posted: Saturday, Sep. 15, 2007 05:06 pm
Stop it NOW. Both of you.

These forums are not about your personal disputes, they're about helping people with making mods and maps. If you don't have anything to contribute about that in this post, don't post at all.
94sniper
General Member
Since: Jun 15, 2007
Posts: 901
Last: Nov 13, 2008
[view latest posts]
Level 7
Category: CoD General Gaming
Posted: Saturday, Sep. 15, 2007 06:39 pm
you know what guys? if you're gonna fight then do it in an e-mail or pm. these forums aren't made for arguing and neither of you are stupid enough not to know that.

now to the point-

I looked at some weapon scripts. I'm just gonna use a colt model instead of a custom model. The script is all info that can be edited via CoD WFE, which i'm very familiar with. I don't know exactly what to add as i'm not familiar with too many scripting function (quick question: is there a script function list or link or something?) Here's my guess at it:


Code:

I just thought that up in 30seconds, no real thought in it. but at least you guys know what I'm going for.
supersword
Preferred PLUS Member
Since: Jul 28, 2004
Posts: 1895
Last: Nov 21, 2008
[view latest posts]
Level 8
Forum Moderator
Category: CoD General Gaming
Posted: Saturday, Sep. 15, 2007 07:48 pm
moviestar and macklebee, you were warned by another moderator about flaming eachother yet you still continued. This forum is here for friendly conversation, not arguments and insults.

Consider this your first warning.
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1087
Last: Nov 15, 2008
[view latest posts]
Level 8
Category: CoD General Gaming
Posted: Saturday, Sep. 15, 2007 08:05 pm

Code:


edited on Sep. 15, 2007 08:05 pm by .KiLL3R.
macklebee
Preferred Member
Since: Dec 6, 2006
Posts: 104
Last: Aug 24, 2008
[view latest posts]
Level 4
Category: CoD General Gaming
Posted: Sunday, Sep. 16, 2007 02:29 am
@Moderators, my apologies.

@Killer/94Sniper, unfortunately the function 'settakedamage' does not work in CoD1 (from my attempt) or CoD2 (according to another post). It appears to be something that was only enabled for CoDUO?

But to the problem at hand, I was wondering if it could be done by spawning a script_model inside the map and linking the player or object that is shot with it. Then based on checking for a particular buttonpressed(), the user of the gravity gun could move the script_model (and effectively the player/object linked to it) around the map.

I already have created similar RCON punishments that spawn the scriptmodel in stock maps and links player to it, which effectively freezes them. Then I can either turn them into a suit of armor or a cow. I am keeping them stock CoD models, that way the mod is completely server side.

Working on making the cow(player) fly into the air and explode.

I guess to get this to work with a weapon you would need to incorporate something that tracks the 'bullet'? Is this what the 'bulletTrace' function does?
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1087
Last: Nov 15, 2008
[view latest posts]
Level 8
Category: CoD General Gaming
Posted: Sunday, Sep. 16, 2007 04:27 am
oh yeah, forgot settakedamage is only a uo function
bullettrace gets a position, say u want somthin to spawn on the ground u would do this:

trace = bulletTrace(self.origin + (0,0,20), self.origin + (0,0,-200), false, undefined);

the false is if it hits entitys and the undefined is wat not to hit (like self)

if(trace["fraction"] != 1)
is if it hit somthin

trace["position"]
is were it hit


makin stuff fly...

while the player is still linked:

gravx = randomInt(100) + 50;
gravy = randomInt(100) + 50;
gravz = randomInt(500) + 200;
self.fly movegravity((gravx,gravy,gravz), 3);
wait 2;
playFx( level._effect["smite_explosion"], self.origin);
radiusDamage(self.origin, 50, 1000, 1000);
self.expsound = spawn ("script_model", self.origin);
wait 0.05;
self.expsound playsound ("explo_mine");
wait 6;
self.expsound delete();

self.fly is wat ever u called the script_model wen u spawned it
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