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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
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Author Topic: Adding Helicopters to CoD4 Custom Maps
Icey
General Member
Since: Jan 20, 2008
Posts: 156
Last: Apr 17, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Sunday, Feb. 24, 2008 06:50 pm
jackc1990 writes...
Quote:
It needs Heli_leave really.


your right, so before it gets placed in tutorials maybe someone can update it, i followed this tutorial and when i wanted to check i got script errors saying i need heli_leave nodes.
elim
General Member
Since: Feb 6, 2004
Posts: 372
Last: Apr 6, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Sunday, Feb. 24, 2008 07:17 pm
i made mine for mp_fruville i will post them as a prefab for u guys
elim
General Member
Since: Feb 6, 2004
Posts: 372
Last: Apr 6, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Sunday, Feb. 24, 2008 07:41 pm
okay i have posted a prefab of my helinodes which can be seen in the map mp_fruville .. just wait a while admin will put them up in the cod4 prefab section
privategrob
General Member
Since: May 19, 2004
Posts: 53
Last: Feb 26, 2008
[view latest posts]
Level 3
Category: CoD 4 Level Design
Posted: Tuesday, Feb. 26, 2008 11:58 am
Hi elim,

in your prefab you have forgotten the Heli_leave node. But with this, it works fantastic [jumping]

Thanks a lot!!!

Regards
Private Grob
MoGElijah
General Member
Since: Apr 14, 2006
Posts: 47
Last: Feb 26, 2008
[view latest posts]
Level 2
Category: CoD 4 Level Design
Posted: Tuesday, Feb. 26, 2008 02:39 pm
Hello everyone and sorry for the delay in answering this post. I am in Baghdad, Iraq until March 2008 and bandwidth here doesn't allow me to visit the site often.

As privategob said in the last post it will work without a leave node. I have used this technique on five maps without a single error in console. I will work something up next month using the leave node since that may provide a layer of finesse to a map having the heli leave at an angle, over a building, etc that isn't associated with the flying loop. According to the _helicopter.gsc:

}
if( self.loopcount >= level.heli_loopmax )
{
self thread heli_leave();
return;
}

From what I saw it reads the number of times it is supposed to do the loop (default is 1) then simply goes away at the last node. That is the behavior on my maps which are all mp. I took a look at the stock maps in the editor and could not find a leave node on any of stock maps included with the mod tools. All I can offer is to try-try again and try to isolate why the leave node console error pops up. I even followed my own tutorial again and didn't get any errors.

Thanks for posting to the tutorials section and I'll be on more in March.
PoSSe
General Member
Since: Jan 23, 2006
Posts: 49
Last: Apr 12, 2008
[view latest posts]
Level 2
Category: CoD 4 Level Design
Posted: Saturday, Mar. 1, 2008 11:57 am
To make an exit point, place a script/origin entity with a targetname value of “heli_leave”.

I stuck 2 of these in the 2 conners I want the heli to exit and it works fine. IW says you could put in 4, one in each conner.
batistablr
Preferred PLUS Member
Since: Jul 12, 2005
Posts: 1797
Last: May 6, 2008
[view latest posts]
Level 8
Forum Moderator
Category: CoD 4 Level Design
Posted: Saturday, Mar. 1, 2008 01:39 pm
Thanks MoGElijah, I added it to the tutorials section.
We appreciate your kindness for posting it.

You can find your tutorial here.
TheNakedGun
General Member
Since: Feb 7, 2008
Posts: 4
Last: Mar 28, 2008
[view latest posts]
Level 0
Category: CoD 4 Level Design
Posted: Saturday, Mar. 22, 2008 09:34 am
Hi there,

this tutorial is very good [thumbs_up]
I have a little Bug in my heli route I think. I played it with some mates online. The Helicopter came, but he didn't used the loop route, it leaves quickly to one of the heli_leave corners.

Now I wanted to test it with extreme mod before testing it again online. This mod runs good with standard maps and bots enabled (no problems).
But with custom maps when shooting on a bot a scripting error will be displayed and I can't kill the bots [cry]

Can someone help me plz?
XICXAC
General Member
Since: Jun 3, 2007
Posts: 91
Last: Mar 28, 2008
[view latest posts]
Level 3
Category: CoD 4 Level Design
Posted: Saturday, Mar. 22, 2008 10:14 am
Can any1 write a tutorial about adding an helicopter to sp? That would be great!
TheNakedGun
General Member
Since: Feb 7, 2008
Posts: 4
Last: Mar 28, 2008
[view latest posts]
Level 0
Category: CoD 4 Level Design
Posted: Monday, Mar. 24, 2008 06:35 pm
TheNakedGun writes...
Quote:
Hi there,

this tutorial is very good [thumbs_up]
I have a little Bug in my heli route I think. I played it with some mates online. The Helicopter came, but he didn't used the loop route, it leaves quickly to one of the heli_leave corners.

Now I wanted to test it with extreme mod before testing it again online. This mod runs good with standard maps and bots enabled (no problems).
But with custom maps when shooting on a bot a scripting error will be displayed and I can't kill the bots [cry]

Can someone help me plz?


OK, I found the problem with the helicopter. The direction of the target connection to heli_dest was reversed (must be from heli_dest to the last node from heli_start route and not vice versa).

For those who want an example for a heli route -> just open the "mp_backlot_geo.map" in radiant [casanova]

Another thing: with extreme mod and bots enabled, the bots won't be killed on custom maps, but on standard maps no problem. I know, this is not the right thread for this - but I think a little bit - someone can help it with testing the heli routes. I searched on Google, and normally I find all I'm searching for (ok, almost all [biggrin]). If someone knows a good link - please post it here. Thx

And many thx to MoGElijah for this great tutorial !! [thumbs_up]

edited on Mar. 24, 2008 06:36 pm by TheNakedGun
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