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Forum: All Forums : Call of Duty 2
Category: CoD 2 Level Design
CoD 2 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, batistablr, Welshy
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Author Topic: Questions, please help!
thecheeseman
General Member
Since: Mar 27, 2008
Posts: 30
Last: Jun 6, 2008
[view latest posts]
Level 2
Category: CoD 2 Level Design
Posted: Tuesday, May. 27, 2008 05:55 pm
Would you mind posting the whole script file once more?
sam_fisher3000
General Member
Since: Apr 18, 2007
Posts: 144
Last: Oct 9, 2008
[view latest posts]
Level 4
Category: CoD 2 Level Design
Posted: Tuesday, May. 27, 2008 05:58 pm
I wouldnt mind.

lastcharge.gsc

#include maps\_utility;
#include maps\_anim;
#include animscripts\utility;
#using_animtree("generic_human");


main()
{
//*** Init Map
maps\infinitehealth2::main();
maps\_mortarteam::main();
maps\lastcharge_anim::main();
maps\_load::main();

precacheShellshock("death");

level.player enableHealthShield(true);
level.player takeallweapons();
level.player giveWeapon("thompson");
level.player giveWeapon("m1garand");
level.player giveWeapon("fraggrenade");
level.player giveWeapon("smoke_grenade_american");
level.player switchToWeapon("m1garand");


thread playersetup();
thread spawners();
thread bulletstop();
thread player_higgins_explosion();


}

playersetup()
{
actors = getentarray("allies","targetname");
level.actors thread maps\_utility::magic_bullet_shield();
}



spawners()
{

trig = getent("flood_and_secure","targetname");
trig waittill("trigger");
wait(1);
germans = getentarray("germans", "targetname");
for (i=0; i < germans.size; i++ )
germans stalingradspawn();
germans.accuracy = 100;

}



bulletstop()
{
trigger = getent("bullet_stop","targetname");
actors = getentarray("allies","targetname");
trigger waittill ("trigger");
level.actors thread maps\_utility::stop_magic_bullet_shield();
}

player_higgins_explosion()
{
trigger = getent("animation","targetname");
trigger waittill ("trigger");

level.player.starting_health = level.player.health;
level.player.health = 10000000;

level.player notify ("noHealthOverlay");

level.explosion_fov = spawn("script_model", (0,0,0) );
level.explosion_fov.angles = (0,0,0);
level.explosion_fov setmodel ("xmodel/duhoc_player_viewcam_joints");

if (getcvarint("duhoc_shellshock") > 0)
{
level.player setorigin(level.explosion_fov getTagOrigin("tag_guy_feet"));
level.player setPlayerAngles(level.explosion_fov getTagAngles("tag_guy_feet") + (0,90,0));
level.player playerLinkToAbsolute (level.explosion_fov, "tag_guy_feet");
}

level notify ("stop_battleship_barrage");
level notify ("stop_cliffridge_muzzleflashes");

if ( (getcvarint("duhoc_fov") > 0) && (getcvarint("duhoc_shellshock") > 0) )
thread player_higgins_explosion_cameraAnimate_fovChange();

if (getcvarint("duhoc_shellshock") > 0)
setblur(1, 0);

if (getcvarint("duhoc_shadows") > 0)
{
level.playerboat setshadowhint ("never");
for (i=0;i level.playerboat.higgins_riders setshadowhint ("normal");
}

setsavedcvar("g_friendlyNameDist", 0 );
setsavedcvar("g_friendlyfireDist", 0 );
setsavedcvar("g_friendlyfireUseDist", 0 );

level player_higgins_explosion_cameraAnimate_flip();


if (getcvarint("duhoc_shellshock") > 0)
setblur(0.5, 1);

//let the player take in the view
wait 15;

level.droneRunRate = 200;

level thread player_higgins_explosion_cameraAnimate_drag();

setsavedcvar("g_friendlyNameDist", 1500 );
setsavedcvar("g_friendlyfireDist", 128 );
setsavedcvar("g_friendlyfireUseDist", 256 );

level.player.health = level.player.starting_health;
level.player.starting_health = undefined;

level thread maps\_gameskill::healthOverlay();

level.player allowLeanLeft(true);
level.player allowLeanRight(true);
level.player allowStand(true);
level.player allowCrouch(true);
level.player allowProne(true);
level.player.ignoreme = false;
level.player giveWeapon("fraggrenade");
level.player giveMaxAmmo("fraggrenade");
level.player giveWeapon("smoke_grenade_american");
level.player giveMaxAmmo("smoke_grenade_american");
level.player switchToOffhand("fraggrenade");
level.player unlink();

if (getcvarint("duhoc_shellshock") > 0)
{
setblur(0, 1);
level.player setplayerangles (level.explosion_fov getTagAngles("tag_guy_feet"));
}

if (isdefined(level.explosion_fov))
level.explosion_fov delete();



}

player_higgins_explosion_cameraAnimate_flip()
{
level.explosion_fov UseAnimTree(level.scr_animtree["player"]);
thread player_higgins_explosion_shellshock();

level.explosion_fov setflaggedanimknobrestart("flip_anim", level.scr_anim["player"]["flip"]);
level.explosion_fov waittillmatch("flip_anim","end");
}

player_higgins_explosion_cameraAnimate_fovChange()
{
originalFOV = getcvar("cg_fov");
setsavedcvar("cg_fov","55");

wait 20.4;

setsavedcvar("cg_fov",originalFOV);
if (getcvarint("scr_duhoc_assault_fast") > 0)
setCullDist (5000);
}

player_higgins_explosion_cameraAnimate_drag()
{
//spawn dragging guy
drag_guy = getent ("Sgt.Jamohka","script_friendname");
drag_guy pushPlayer(true);
drag_guy.animname = "drag_guy";
drag_guy.anim_disablePain = true;

drag_guy thread magic_bullet_shield();
drag_guy.ignoreme = true;

drag_guy_node = getent("pov_anchor","targetname");
drag_guy_node.origin = (-24, 4992, 32);
assert(isdefined(drag_guy_node));
//play drag FOV animation
level.explosion_fov clearanim(level.scr_anim["player"]["flip"], 0);
level.explosion_fov setflaggedanimknobrestart("drag_anim",level.scr_anim["player"]["drag"]);//notify, anim, weight, time

//guy drags player to safety
drag_guy thread player_higgins_explosion_cameraAnimate_drag_dialogue();
drag_guy thread anim_single_solo( drag_guy, "drag", undefined, drag_guy_node );

wait 3;
}

player_higgins_explosion_cameraAnimate_drag_dialogue()
{
self waittillmatch("single anim","dialog");
self thread animscripts\face::SaySpecificDialogue(undefined, level.scrsound["medic"]["duhocassault_wells_igotcha"], 1, "dialog_done");
//self waittillmatch("single anim","dialogue2");
self waittillmatch("single anim","end");
//level.player stopshellshock();
//self thread animscripts\face::SaySpecificDialogue(undefined, level.scrsound["medic"]["duhocassault_wells_luckyman"], 1, "dialog_done");
}

player_higgins_explosion_shellshock()
{
wait 0.25;
if (getcvarint("duhoc_shellshock") > 0)
{
level.player shellshock("duhoc_boatexplosion", 36);
level.droneRunRate = level.droneRunRate_shellshock;
}
level.player playsound("stunned_soldier");
}


lastcharge_anim.gsc

main()
{
player_animations();
ai_animations();
}

#using_animtree("duhoc_player");
player_animations()
{
level.scr_animtree["player"] = #animtree;
level.scr_anim["player"]["flip"] = %duhoc_player_flip;
level.scr_anim["player"]["drag"] = %duhoc_player_drag;
}

#using_animtree("generic_human");
AI_animations()
{
level.scr_animtree["generic_human"] = #animtree;
level.scr_anim["drag_guy"]["drag"] = %duhoc_ranger_drag;

}



here you go.

thecheeseman
General Member
Since: Mar 27, 2008
Posts: 30
Last: Jun 6, 2008
[view latest posts]
Level 2
Category: CoD 2 Level Design
Posted: Tuesday, May. 27, 2008 06:01 pm
Do you have a node here:

drag_guy_node = getent("pov_anchor","targetname");
drag_guy_node.origin = (-24, 4992, 32);

?
sam_fisher3000
General Member
Since: Apr 18, 2007
Posts: 144
Last: Oct 9, 2008
[view latest posts]
Level 4
Category: CoD 2 Level Design
Posted: Tuesday, May. 27, 2008 06:03 pm
Yes, I made a cover_crouch_node with that targetname and I used that same node's origin in the script. Is the node where the actor is suppose to drag me? Because I made it where the actor will drag me to.
thecheeseman
General Member
Since: Mar 27, 2008
Posts: 30
Last: Jun 6, 2008
[view latest posts]
Level 2
Category: CoD 2 Level Design
Posted: Tuesday, May. 27, 2008 06:05 pm
It should be where he drags you then you stop. Try recompiling your map and run again, see if that helps at all.
sam_fisher3000
General Member
Since: Apr 18, 2007
Posts: 144
Last: Oct 9, 2008
[view latest posts]
Level 4
Category: CoD 2 Level Design
Posted: Tuesday, May. 27, 2008 06:07 pm
I am recompiling it right now and trying it afterwards. BTW, you are a great helper and a great person who knows how to do scripting. Thanx! [thumbs_up]
sam_fisher3000
General Member
Since: Apr 18, 2007
Posts: 144
Last: Oct 9, 2008
[view latest posts]
Level 4
Category: CoD 2 Level Design
Posted: Tuesday, May. 27, 2008 06:16 pm
Again nothing happened! This time the trigger does nothing. I walked over to the cover node and the game froze for 1 sec and nothing happened after that. No animation whatsoever. Just the regular movements like walking around and all that.


????????????????????????????????
thecheeseman
General Member
Since: Mar 27, 2008
Posts: 30
Last: Jun 6, 2008
[view latest posts]
Level 2
Category: CoD 2 Level Design
Posted: Tuesday, May. 27, 2008 06:31 pm
Well, thruthfully, I am at a loss. I don't know what to say, it should work! Eek.
sam_fisher3000
General Member
Since: Apr 18, 2007
Posts: 144
Last: Oct 9, 2008
[view latest posts]
Level 4
Category: CoD 2 Level Design
Posted: Tuesday, May. 27, 2008 07:18 pm
[banghead][sad][mad]
[rolleyes] [ohwell] Anyone else? Or maybe I should scrape this idea and do something else.
sam_fisher3000
General Member
Since: Apr 18, 2007
Posts: 144
Last: Oct 9, 2008
[view latest posts]
Level 4
Category: CoD 2 Level Design
Posted: Wednesday, May. 28, 2008 05:20 pm
All right instead of using all those codes, I have decided to make it simpler. I will just use basic codes like player freeze control, move to, drag to, etc. Please tell me if it is a good idea or not.

Also, I have several more questions...Sorry!
Ok, they are still for my lastmap, Lastcharge.

1. I had read the talking AI tutorial in the COD1 section and tried it in COD2 and it didnt work. Please help me on that.

2. How should I make a train move? Do I use the train as a script_model? And in the script do I use the same code as for moving vehicles?

3. When I am done my final map, I need some ideas on what music to put in. It will be great if someone can try out the map before I actually release to everyone here on this site. I will post some songs and hope you guys can tell me which song is great. Or you guys can tell me your favorite.

Thanx.

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