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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: CTF For Stadium
keker
General Member
Since: Jan 19, 2008
Posts: 19
Last: Mar 18, 2008
[view latest posts]
Level 1
Category: CoD 4 Level Design
Posted: Friday, Mar. 7, 2008 07:44 am
Hi Guys,
Been trying to add CTF & CTFB into Stadium.
Being used in Awe4.
Have added onto map:-
Axis & Allies _Start & spawns.
Added Flags using http://www.modsonline.com/Tutorials-read-455.html tutorial.
Recompiled.
Updated .arena file to add gametypes CTF & CTFB (btw can these be placed in any order or do they have to be alpha numeric) i.e. (dm war ctf ctfb) - as mine is or does it have to be (ctf ctfb dm war)

I load the Mod go into server change game type to CTF & load the map with the /map mp_stadium cmd & it starts to load.
It says loading CTF up to the point i spawn then tells me that it is TDM.
Am i not doing something correctly to load the game in CTF mode or
am i missing something whether it be on the map or in the gsc file or wherever.

Your help would be greatly appreciated especially if you have encountered this problem before.
Virtually last change before next release so the quicker i can get help the better.
kmabigtime
General Member
Since: Jan 23, 2008
Posts: 162
Last: Apr 22, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Friday, Mar. 7, 2008 07:11 pm
I get the same thing...& that tutorial about adding the flags, Can someone tell me why the flags are floating 4ft off the ground in gameplay?? How do I get them down on the ground??
keker
General Member
Since: Jan 19, 2008
Posts: 19
Last: Mar 18, 2008
[view latest posts]
Level 1
Category: CoD 4 Level Design
Posted: Saturday, Mar. 8, 2008 09:30 am
I have just used a blank canvass & tried this again.

I have taken a test environment with nothing but the minimum on it, created gsc & arena, put into awe4 folder in iwd format and still it doesn't work.

I am testing it using the compile tools with custom cmds ticked & +set fs_game Mods/awe4 +set g_gametype ctf in the cmd box.... should this work?

I will pack them into a zip & post it - all i ask is have a look & let me know what i am doing wrong.

I have put it into cod4 utilities under downloads.
http://www.modsonline.com/Downloads-full-4363.html

edited on Mar. 8, 2008 09:31 am by keker
elim
General Member
Since: Feb 6, 2004
Posts: 375
Last: Nov 23, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Saturday, Mar. 8, 2008 10:14 am
guys the tutorial is bs the guy who posted it doesnt know anything going by what he put there..

you do not need to add anything to your map... except get some coardinates for it.. go into your map place a lil brush on floor where ya want your flags to go write down the x y z axis points. now leave that then add this to your mp_mapname.gsc and change the coardinates you see under ctf and ctfb

this is taken from mp_funland which i did and works 100% you do not need to add anything like origin or brushes to your map

main()
{

maps\mp\_load::main();
//maps\mp\_compass::setupMiniMap("compass_map_mp_funland");


//setExpFog(500, 2200, 0.81, 0.75, 0.63, 0);
//VisionSetNaked( "mp_backlot" );
ambientPlay("ambient_middleeast_ext");

game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".1");
setdvar("r_glowbloomintensity1",".1");
setdvar("r_glowskybleedintensity0",".1");
setdvar("compassmaxrange","1500");

if( getDvar("g_gametype") == "ctf")
{
addobj("allied_flag", (-240.0, 224.0, -56), (0, 0, 0));
addobj("axis_flag", (1547.0, -3345.0, -56), (0, 0, 0));
}

if(getDvar("g_gametype") == "ctfb")
{
addobj("allied_flag", (-240.0, 224.0, -56), (0, 0, 0));
addobj("axis_flag", (1547.0, -3345.0, -56), (0, 0, 0));
}
}

addobj(name, origin, angles)
{
ent = spawn("trigger_radius", origin, 0, 48, 148);
ent.targetname = name;
ent.angles = angles;

}



edited on Mar. 8, 2008 10:15 am by elim

edited on Mar. 8, 2008 10:15 am by elim
keker
General Member
Since: Jan 19, 2008
Posts: 19
Last: Mar 18, 2008
[view latest posts]
Level 1
Category: CoD 4 Level Design
Posted: Saturday, Mar. 8, 2008 01:47 pm
I have posted the test map with that gsc & it don't work

And this is the Stadium gsc

main()
{
maps\mp\_load::main();
ambientPlay("ambient_backlot_ext");
maps\mp\_compass::setupMiniMap("compass_map_mp_stadium");

game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";

game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";

setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");

if(getdvar("g_gametype")=="ctf")
{
addobj("allied_flag",(1866,4178,249),(0,0,0));
addobj("axis_flag",(1864,1880,249),(0,0,0));
}
if(getdvar("g_gametype")=="ctfb")
{
addobj("allied_flag",(1866,4178,249),(0,0,0));
addobj("axis_flag",(1864,1880,249),(0,0,0));
}
}

addobj(name,origin,angles)
{
ent = spawn("trigger_radius",origin,0,48,148);
ent.targetname = name;
ent.angles = angles;
}

edited on Mar. 8, 2008 01:49 pm by keker
Conciliator
General Member
Since: Dec 15, 2007
Posts: 3
Last: Apr 1, 2008
[view latest posts]
Level 0
Category: CoD 4 Level Design
Posted: Monday, Mar. 10, 2008 01:48 am
Thanks elim for trying to help us out. I also could not get the ctf flags to show in AWE after trying the tut, then read this thread and tried the gsc approach while removing the triggers from the tut. I got a bad syntax fault on loading. Did we mess up on the {} symbols someplace?
kmabigtime
General Member
Since: Jan 23, 2008
Posts: 162
Last: Apr 22, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Monday, Mar. 10, 2008 08:41 am
first off, the tut works...I have made 2 maps with ctf, they both work in a server (not when i try to test it though)...the prob is, the flags r off the ground, but still can be grabbed from the ground....
p.s. I made no .arena (as I have read that .arena files r useless) or .gsc files for 1 of the maps..& it still works..
dunny_uk
General Member
Since: Apr 23, 2006
Posts: 80
Last: Jun 25, 2008
[view latest posts]
Level 3
Category: CoD 4 Level Design
Posted: Monday, Mar. 10, 2008 08:07 pm
elim writes...
Quote:
guys the tutorial is bs the guy who posted it doesnt know anything going by what he put there..

The tutorial works fine.....

follow it..

start awe4..
command

/set g_gametype ctf

/map mp_yourmapname

boots up fine................

sry elim.....................

within regards to the flag heights - just move the trigger multiples down....

problem solved for me..............
Wrecks
General Member
Since: Feb 16, 2008
Posts: 110
Last: Nov 17, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Monday, Mar. 24, 2008 06:37 pm
I went through 2 different tutorials and nothing worked until I reread the simple one here. Turns out I had placed one flag with axis and one with allies (like all the spawn points say). However, the correct targetname for the allies flag is "allied" not "allies". Man, one letter off and I spent hours trying to figure it out. Make sure you put allied_flag not allies_flag!!!
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