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Call of Duty 4
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CoD 4 Single Player
Call of Duty 4 single player mapping, scripting and everything single player.
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Author
Topic: CoD 4 Vehicle Scipt
Sgt.Jack
General Member
Since: May 1, 2006
Posts: 39
Last: Jun 12, 2008
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Category: CoD 4 Single Player
Posted: Friday, Feb. 22, 2008 08:49 am
Hello People
I have a Problem with the SP Vehicle Scripts i can not use the scripts from CoD 2 !!
NovemberDobby
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Since: Sep 17, 2006
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Category: CoD 4 Single Player
Posted: Friday, Feb. 22, 2008 08:53 am
Well I should hope so, they're two different games. What exactly happens when you try?
Sgt.Jack
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Since: May 1, 2006
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Category: CoD 4 Single Player
Posted: Friday, Feb. 22, 2008 09:11 am
Ok here a Pic
Screenshot
NovemberDobby
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Category: CoD 4 Single Player
Posted: Friday, Feb. 22, 2008 09:34 am
Ok, well add:
maps\m1a1::main("vehicle_m1a1_abrams");
to your map script, and see what happens. You'll also need a CSV line:
rawfile,maps\m1a1.gsc
Sgt.Jack
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Since: May 1, 2006
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Category: CoD 4 Single Player
Posted: Friday, Feb. 22, 2008 10:10 am
Ok you mean
CSV Line this
rawfile,maps/_m1a1.gsc and not this rawfile,maps\m1a1.gsc
and this have i normaly in the script
maps\_m1a1::main("vehicle_m1a1_abrams");
and is the same Error
Sparks.
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Since: Feb 27, 2004
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Last: Jul 19, 2008
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Category: CoD 4 Single Player
Posted: Saturday, Feb. 23, 2008 12:11 am
Did you try running the game without developer_script?
I have my vehicles working fine in my map, but when I run the game with developer_script I get that error too even though I have that line in the GSC.
Sgt.Jack
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Last: Jun 12, 2008
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Category: CoD 4 Single Player
Posted: Saturday, Feb. 23, 2008 06:34 am
I have test with developer_script and without developer_script and have the same problem.
Can you post you gsc ?
Sparks.
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Since: Feb 27, 2004
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Last: Jul 19, 2008
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Category: CoD 4 Single Player
Posted: Tuesday, Feb. 26, 2008 01:33 pm
You don't need to script it. That's the hard way, there's an easier way to do all that without scripting. :)
Make your tank and a trigger to trigger the tank.
Select both, and press SHIFT+V to go into the vehicle GUI in Radiant.
Select Spawn, it'll close the GUI, open it again and select move, GUI will close.
Make the tank target the first vehicle node.
If you want the vehicle to delete itself at the end of the path, you can make a trigger and select the tank and trigger and select Delete in the vehicle GUI. Make sure that specific trigger has Vehicle checked in the entity window.
Keep your vehicle nodes, if you want to remake them, just use the GUI too (right side options).
Make sure the first vehicle node has StartNode checked in the entity window. Make sure all the vehicle nodes have speed and lookahead KVPs (key value pairs).
Also, maps\_m1a1::main( "vehicle_m1a1_abrams" );
should go before maps\_load.
You won't need the m1a1_setup() function anymore, it's all done through the vehicle KVPs. :)
Note: You also need to sync up a cullmap for the vehicle otherwise you'll get an error if you run developer_script, and you'll be able to walk through the tank.
I haven't figured out yet how to have the cullmaps to get associated with the vehicles, maybe someone else knows?
edited on Feb. 26, 2008 01:35 pm by Sparks.
Sgt.Jack
General Member
Since: May 1, 2006
Posts: 39
Last: Jun 12, 2008
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Category: CoD 4 Single Player
Posted: Wednesday, Feb. 27, 2008 11:25 am
Thx Sparks
The Map work but onlye the tanks weels run not the tank
I use an script -> vehicle is this right ?
And what mean the game with this
Screen
edited on Feb. 27, 2008 11:29 am by Sgt.Jack
Boltriflemaster
General Member
Since: Aug 21, 2006
Posts: 128
Last: Jun 29, 2008
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Category: CoD 4 Single Player
Posted: Wednesday, Feb. 27, 2008 05:45 pm
Sparks, ive got a pretty good idea as to how to get vehicle collision. While reading though heli scripts, i found this:
Apparently, CoD4 devs create the collmap by just using some collision brushes in radiant, the linking it to the vehicle. To do this, they have to link to the the models "tag_origin" at point 0 0 0. Here is the example in which case the vehicle is a blackhawk.
Code:
blackhawk = spawn_vehicle_from_targetname( "rescue_blackhawk" ); blackhawk_node = getent( "rescue_heli_org", "targetname" );
that should setup your basic blackhawk, for collmap its another 2 simple lines:
Code:
blackhawk_collision = getent( "blackhawk_collision", "targetname" ); blackhawk_collision linkto( blackhawk, "tag_origin", (0,0,0), (0,0,0) );
Basically what you have here is having the script just call on the blackhawk collision mesh, just like any other collmap, but then using the "linkto" command, it links it to the blackhawks origin, which from what i remember is a tag you enter while creating the model, directly in the center of the model. This should allign it directly with the body of the vehicle, and it should follow it when it moves via script/nodes.
Im not sure if this works, but it seems like it should.
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