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Forum: All Forums : Call of Duty 4
Category: CoD 4 Level Design
CoD 4 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Rasta, StrYdeR, The_Caretaker, batistablr, playername, Welshy
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Author Topic: Minefield
bail
General Member
Since: May 15, 2006
Posts: 23
Last: Feb 8, 2008
[view latest posts]
Level 1
Category: CoD 4 Level Design
Posted: Friday, Jan. 11, 2008 07:42 am
Hi
can anyone tell me the script to spawn a minefield in a stock map plz

The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
[view latest posts]
Level 10
Forum Moderator
Category: CoD 4 Level Design
Posted: Friday, Jan. 11, 2008 09:46 am
No, mainly because there is no _minefield.gsc (as far as we know) like with the other CoD games... so there might not even be minefields in CoD4...
OLD_MAN_WITH_GUN
General Member
Since: May 13, 2006
Posts: 750
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: CoD 4 Level Design
Posted: Friday, Jan. 11, 2008 09:59 am
Content of the _minefields.gsc from CoD4.

Code:
minefields()
{
	minefields = getentarray("minefield", "targetname");
	if (minefields.size > 0)
	{
		level._effect["mine_explosion"] = loadfx ("explosions/grenadeExp_dirt");
	}
	
	for(i = 0; i < minefields.size; i++)
	{
		minefields[i] thread minefield_think();
	}	
}

minefield_think()
{
	while (1)
	{
		self waittill ("trigger",other);
		
		if(isPlayer(other))
			other thread minefield_kill(self);
	}
}

minefield_kill(trigger)
{
	if(isDefined(self.minefield))
		return;
		
	self.minefield = true;
	self playsound ("minefield_click");

	wait(.5);
	wait(randomFloat(.5));

	if(isdefined(self) && self istouching(trigger))
	{
		origin = self getorigin();
		range = 300;
		maxdamage = 2000;
		mindamage = 50;

		self playsound("explo_mine");
		playfx(level._effect["mine_explosion"], origin);
		radiusDamage(origin, range, maxdamage, mindamage);
	}
	
	self.minefield = undefined;
}

[wink]
bail
General Member
Since: May 15, 2006
Posts: 23
Last: Feb 8, 2008
[view latest posts]
Level 1
Category: CoD 4 Level Design
Posted: Friday, Jan. 11, 2008 10:01 am
Thx for the code
How do i place a minefield in a certain map
The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
[view latest posts]
Level 10
Forum Moderator
Category: CoD 4 Level Design
Posted: Friday, Jan. 11, 2008 10:34 am
Well... you'll have to spawn a trigger_brush with the targetname "minefield" basically... take a look at how it's done in CoD2, as I suggested. There are some mods which do this.
zeroy
General Member
Since: Nov 26, 2007
Posts: 209
Last: Dec 4, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Monday, Jan. 14, 2008 08:13 am
Here is an example, this will spwan a Flag near big Skips in mp_shipment (this file is maps/mp/mp_shipment.gsc)


Code:
main()
{
	maps\mp\mp_shipment_fx::main();
	maps\createart\mp_shipment_art::main();
	maps\mp\_load::main();
	
	maps\mp\_compass::setupMiniMap("compass_map_mp_shipment");
	
	ambientPlay("ambient_middleeast_ext");

	game["allies"] = "sas";
	game["axis"] = "russian";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "woodland";
	game["axis_soldiertype"] = "woodland";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("r_glowbloomintensity0",".1");
	setdvar("r_glowbloomintensity1",".1");
	setdvar("r_glowskybleedintensity0",".1");
	setdvar("compassmaxrange","1400");
	
	thread DoMinefield();

}

DoMinefield()
{

level.mines = [];
level.mines[0] = spawn("trigger_radius", (482, 606, 220), 0, 120, 50);

for(i=0;i
BlacKnight
General Member
Since: Jan 8, 2008
Posts: 6
Last: Jan 15, 2008
[view latest posts]
Level 0
Category: CoD 4 Level Design
Posted: Monday, Jan. 14, 2008 08:59 pm

maps\mp\mp_shipment_fx::main();
maps\createart\mp_shipment_art::main();
maps\mp\_load::main();

maps\mp\_compass::setupMiniMap("compass_map_mp_shipment");

ambientPlay("ambient_middleeast_ext");

game["allies"] = "sas";
game["axis"] = "russian";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".1");
setdvar("r_glowbloomintensity1",".1");
setdvar("r_glowskybleedintensity0",".1");
setdvar("compassmaxrange","1400");

thread DoMinefield();

}

DoMinefield()
{

level.mines = [];
level.mines[0] = spawn("trigger_radius", (482, 606, 220), 0, 120, 50);

for(i=0;i
level.mines.targetname = "minefield";

minesign = [];
minesign[0] = spawn("script_model", (482, 606, 212));
minesign[0].angles = (0, 0, 0);

for(i=0;i
minesign setModel("prop_flag_brit");
} were do we insert this script at[confused]
zeroy
General Member
Since: Nov 26, 2007
Posts: 209
Last: Dec 4, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Monday, Jan. 14, 2008 09:24 pm
i beleive you need to pack the mp_shipment and _minefields file in a .ff , so you would need the mod tools for this :(
bail
General Member
Since: May 15, 2006
Posts: 23
Last: Feb 8, 2008
[view latest posts]
Level 1
Category: CoD 4 Level Design
Posted: Tuesday, Jan. 15, 2008 03:15 pm
Hi thx for the help
spawning the flag works great but cant seem to get a minefield to spawn and trigger
any ideas?
thx
BlacKnight
General Member
Since: Jan 8, 2008
Posts: 6
Last: Jan 15, 2008
[view latest posts]
Level 0
Category: CoD 4 Level Design
Posted: Tuesday, Jan. 15, 2008 06:15 pm
zeroy writes...
Quote:
i beleive you need to pack the mp_shipment and _minefields file in a .ff , so you would need the mod tools for this :(


If possible if any one can set me up with this i would gladly thankyou for it[thumbs_up]
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