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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!
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: Thursday, May. 22, 2008 11:21 am
Ok guys, please help on this one. This isnt as difficult as the other questions, I think...


Anyway, I am working on my last map for my COD2 project, which consists of like 15 maps(somewhere around that number).

Questions...

1) I added some effects but they dont work. I added a mortar team and there is no explosions when I added the effect in the mortarteam_fx.gsc file. I also added some things but I cant remember all the codes but it was the mortar setup codes. It has the type of explosions like, mortar, bomb, artillery. However, I put the mortar type only. I also added mortar effects like explosions. So how do I make the mortar work and kill people?

2) I want my teammates to get exploded by a mortar strike when they reach a node on a friendlychain. I want to know what codes do I need for that. (PLEASE DONT TELL ME TO READ THE STOCK FILES. I CANT SEEM TO FIND ANYTHING. THERE IS NO MISSION IN THE CAMPAIGN THAT KILLS AIs BY MORTARS).

3) How do you make a prefab(like a house) fall and kill an actor(teammate)?

4) I created a trigger that can make me have shellshock and it doesnt work. I also precached the shellshock because I have to or else shellshock wasnt work. There will be a script error.

This is the code:

shellshock()
{
trigger = getent("shellshock","targetname");
trgger waittill ("trigger");
level.player shellshock(death;5);
}

5) I want my teams to stop the magic bullet shield. It doesnt work.

I used a trigger.

bulletstop()
{
trigger = getent("bullet_stop","targetname");
trigger waittill ("trigger");
situm = getent("Sgt.Situm","script_friendname");
leo = getent("Sgt.Leo","script_friendname");
marlins = getent("Sgt.Marlins","script_friendname");
level.situm nortify ("stop magic_bullet_shield");
level.leo nortify ("stop magic_bullet_shield");
level.marlins nortify ("stop magic_bullet_shield");
}

I also had more actors for the getent part and the level.(actor) part.

So please help so I can make it.

Questions 1 - 5 are all urgents so please help. Thanx.
thecheeseman
General Member
Since: Mar 27, 2008
Posts: 30
Last: Jun 6, 2008
[view latest posts]
Level 2
Category: CoD 2 Level Design
Posted: Thursday, May. 22, 2008 01:56 pm
1) For mortars use RadiusDamage,

RadiusDamage(origin, distance, max, min);

2) If your max is over 150, and the origin is at the friendly AI, radiusdamage should kill them.

3) What do you mean, fall? As in fall out of the sky? If so make the prefab a script_brushmodel and in the script do "brush movez(distance, time);" but just tell the AI "ai DoDamage( ai.health + 200, (0,0,0) );"

4) Shellshock should be

level.player shellshock("death", 5);

You didn't add the quotes around "death" :)

5) it should be

notify("stop magic bullet shield");

Not with the underscores.

Hope this helps.

edited on May. 22, 2008 01:56 pm by thecheeseman
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: Thursday, May. 22, 2008 08:23 pm
Thanx you very much. I will try it. For the prefab, I mean make a building fall onto an actor, like collapse on him. Not falling from the sky just like tip over and fall onto the actor.

HHHHHHHH
HHHHHHHH \
HHHHHHHH \ <- angle of falling (H is the building)
HHHHHHHH \
HHHHHHHH \
HHHHHHHH ACTOR

Hope you can see clearly on my diagram.

For the mortar, I also need it to explode in a certain place in the map. I want to see the mortar explosion and hear the sound. How do I do that?

Would they really stop having infinite health when I step on a trigger that have the "notify("stop magic bullet shield");" script?
Also how do I make an actor die just by going to a node?

Please help again thanx.
thecheeseman
General Member
Since: Mar 27, 2008
Posts: 30
Last: Jun 6, 2008
[view latest posts]
Level 2
Category: CoD 2 Level Design
Posted: Thursday, May. 22, 2008 08:43 pm
I suppose you'd make a script_brushmodel part of the prefab, and in the script tell it to move or movegravity. You will still do the "ai dodamage((ai.health + 200), (0,0,0));" to kill him.

For the mortar, you need to look in radiant for the exact XYZ location (origin) of the spot. An easy way of doing it would be to put a script_origin with a targetname of "mortarthing" and then use

mortarspot = getent("mortarthing","targetname");
playFx(fx, mortarspot.origin);
radiusdamage(mortarspot.origin, distance, 300, 10);

You could put many script_origins in your map and have random mortars fall, the code being something like


Code:


If the "actor notify()" does not work you could always do

actor.health = 100;
actor.maxhealth = actor.health;

You would make an actor die by using the "actor dodamage();" probably by waiting a certain amount of time :)
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: Friday, May. 23, 2008 11:10 pm
thanx, however the prefab cant be a script_model. It says, "Cant creaete entity". Is there another way? Thanx again.
The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
[view latest posts]
Level 10
Forum Moderator
Category: CoD 2 Level Design
Posted: Saturday, May. 24, 2008 04:55 am
Don't use the prefab, but import the prefab file into your map like a regular map.

Open the prefab like you would open a regular map file
Press "I"
Close the map
A window should come up asking you if you want to copy the selection, press Yes
Open your own map
tada.. there is the prefab, but now added as normal brushes, so you can do with them as you like.
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: Saturday, May. 24, 2008 02:08 pm
Ok, I did what you guys have said but they dont work.
For the prefab killing the AI, I did:


fall()
{
balsara = getent("Sgt.Balsara","script_friendname");
brush = getent("fall","targetname");
level.balsara setgoalnode(getnode("auto401", "targetname"));
level.balsara set_forcegoal();
level.balsara.goalradius = 1;
level.balsara waittill("node");
brush movez(574, 5070, 32, 2);
balsara dodamage(balsara.health + 200, (0,0,0) );
}

The brushmodel doesnt fall. And I did do what The_Caretaker said.


The mortar didnt work either.

Original:

mortar()
{
mortarspot = getentarray("mortarthing","targetname");

while(1)
{
rnd = randomInt(mortarspot.size); // picks a random origin
wait randomInt(2); // waits a random amout of time

playFx(fx,mortarspot[rnd].origin);
radiusDamage(mortarspot[rnd].origin, 300, 300, 100);

wait 1;
}
}

The fx after the playFx( doesnt work. So I changed it to a type of explosion. See below.

mortar()
{
mortarspot = getentarray("mortarthing","targetname");

while(1)
{
rnd = randomInt(mortarspot.size); // picks a random origin
wait randomInt(2); // waits a random amout of time

playFx("fx/explosion/mortarExp_dirt.efx",mortarspot[rnd].origin);
radiusDamage(mortarspot[rnd].origin, 300, 300, 100);

wait 1;
}
}

It didnt work. I dont see mortars or hear any mortar sound.

I also added:

////MORTARS SETUP////

level.explosion_startNotify["mortar2"] = "start_mortars2";
level.explosion_startNotify["mortar3"] = "start_mortars3";
level._effect["mortar2"] = loadfx ("fx/explosion/artilleryExp_desert_yellow.efx");
level._effect["mortar3"] = loadfx ("fx/explosion/mortarExp_dirt.efx");
level._effectType["mortar2"] = "artillery";
level._effectType["mortar3"] = "mortar";
level.mortar = level._effect["mortar"];


but there was only an explosion in the beginning of the mission.

The actors not having infinite health or the magic bullet shield didnt work either. This is the code:

bulletstop()
{
trigger = getent("bullet_stop","targetname");
trigger waittill ("trigger");
situm = getent("Sgt.Situm","script_friendname");
leo = getent("Sgt.Leo","script_friendname");
marlins = getent("Sgt.Marlins","script_friendname");
seewin = getent("Colonel Seewin","script_friendname");
jamohka = getent("Sgt.Jamohka","script_friendname");
balsara = getent("Sgt.Balsara","script_friendname");
situm.health = 30;
situm.maxhealth = situm.health;
leo.health = 30;
leo.maxhealth = leo.health;
marlins.health = 30;
marlins.maxhealth = marlins.health;
seewin.health = 30;
seewin.maxhealth = seewin.health;
jamohka.health = 30;
jamohka.maxhealth = jamohka.health;
balsara.health = 30;
balsara.maxhealth = balsara.health;

}
The map runs but they dont die after they are shot a couple of times. They still have infinite health. I used the other method, "level.actor notify("stop magic bullet shield");" and it doesnt work either.

The shellshock I used:

shock2()
{
trigger = getent("shellshock","targetname");
trigger waittill ("trigger");
maps\_shellshock::main();
}

All it does is hit me like a regular bullet. The code that the cheeseman gave doesnt work for some reason.


Basically, nothing was solved. I am back to square one. [cry][ohwell] So please help me out again. Thanx.
The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
[view latest posts]
Level 10
Forum Moderator
Category: CoD 2 Level Design
Posted: Saturday, May. 24, 2008 05:28 pm
Numbering as in your original post..

3) The falling... it probably does fall... but it only moves 574 units in 5070 seconds... or.. almost 2 hours.. so that takes a while.

1) you'll need to play the effect you preloaded
playFx(level._effect["mortar3"] ,mortarspot[rnd].origin);

5) Try using situm.magic_bullet_shield = undefined; etc.

4) The shellshock thing should work. It's done the same in stock scripts. You can try adding some variables to the function.
maps\_shellshock::main(8,20,20,20); for instance (from the rhine.gsc)
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: Saturday, May. 24, 2008 08:36 pm
For the falling, 574 is suppose to be the x coordinate. 5070 is the y coordinate and the 32 is the z coordinate. I thought the distance might be the coordinates. The 2 is suppose to be the time. How am I suppose to find out how far the prefab fall?

I will try the rest. Thanx.
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: Saturday, May. 24, 2008 09:05 pm
Ok, for the falling I did:

fall()
{
balsara = getent("Sgt.Balsara","script_friendname");
brush = getent("fall","targetname");
level.balsara setgoalnode(getnode("auto401", "targetname"));
level.balsara set_forcegoal();
level.balsara.goalradius = 1;
level.balsara waittill("node");
brush movez(574, 2);
balsara dodamage(balsara.health + 200, (0,0,0) );
}

It didnt work. Just to let you know, the actor's name in the code is suppose to run to the node and then the prefab fall on him. Now, 574 is the distance. 2 is the time. However, the prefab moved up in the air not collapse, please tell me how to make it fall to the ground, not up in the air.

Just to let you know I added this gsc file to the script.

"maps\infinitehealth2::main();"

Then somewhere in the script I did,

bulletstop()
{
trigger = getent("bullet_stop","targetname");
trigger waittill ("trigger");
situm = getent("Sgt.Situm","script_friendname");
leo = getent("Sgt.Leo","script_friendname");
marlins = getent("Sgt.Marlins","script_friendname");
seewin = getent("Colonel Seewin","script_friendname");
jamohka = getent("Sgt.Jamohka","script_friendname");
balsara = getent("Sgt.Balsara","script_friendname");
situm.magic_bullet_shield = undefined;
leo.magic_bullet_shield = undefined;
marlins.magic_bullet_shield = undefined;
seewin.magic_bullet_shield = undefined;
jamohka.magic_bullet_shield = undefined;
balsara.magic_bullet_shield = undefined;
}


The code doesnt work still. does anyone have any idea?

The mortar code doesnt work either.


////MORTARS SETUP////

level.explosion_startNotify["mortar2"] = "start_mortars2";
level.explosion_startNotify["mortar3"] = "start_mortars3";
level._effect["mortar2"] = loadfx ("fx/explosion/artilleryExp_desert_yellow.efx");
level._effect["mortar3"] = loadfx ("fx/explosion/mortarExp_dirt.efx");
level._effectType["mortar2"] = "artillery";
level._effectType["mortar3"] = "mortar";
level.mortar = level._effect["mortar"];


mortar()
{
mortarspot = getentarray("mortarthing","targetname");

while(1)
{
rnd = randomInt(mortarspot.size); // picks a random origin
wait randomInt(2); // waits a random amout of time

playFx(level._effect["mortar3"] ,mortarspot[rnd].origin);
radiusDamage(mortarspot[rnd].origin, 300, 300, 100);

wait 1;
}
}


I also added maps\_mortar::main();
It doesnt work either.

The shell shock wasnt a shell shock. It also felt like a bullet hitting me again.

Surprisingly the map runs but none of those code did what they are suppose to do. Please help me again. Thanx.





edited on May. 24, 2008 09:08 pm by sam_fisher3000
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