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Forum: All Forums : Call of Duty 4
Category: CoD 4 Single Player
Call of Duty 4 single player mapping, scripting and everything single player.
Moderators: foyleman, rEdrUmMDK, Foxhound, Rasta, StrYdeR, The_Caretaker, batistablr, playername, Welshy
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Author Topic: A few questions...
Ediblemittens
General Member
Since: Jun 17, 2008
Posts: 48
Last: Sep 17, 2008
[view latest posts]
Level 2
Category: CoD 4 Single Player
Posted: Saturday, Jul. 5, 2008 11:12 pm
A few questions:

1.) How do you blend terrain?

2.) How do you get the little green words explaining the level name, time, and location at the beginning of the level? (I remember an old tutorial for this, but I can't find it anymore.)

Thanks.
82ndAB-Talon
General Member
Since: May 14, 2006
Posts: 82
Last: Sep 29, 2008
[view latest posts]
Level 3
Category: CoD 4 Single Player
Posted: Sunday, Jul. 6, 2008 02:41 am
http://www.modsonline.com/Tutorials-read-122.html
http://www.modsonline.com/Tutorials-read-379.html

I think there is also a video in COD video section

Not sure what you're talking about with the green letters, time & location.
Ediblemittens
General Member
Since: Jun 17, 2008
Posts: 48
Last: Sep 17, 2008
[view latest posts]
Level 2
Category: CoD 4 Single Player
Posted: Sunday, Jul. 6, 2008 11:07 am
When you begin the level, It'll say something like:

'All Ghilled Up'
Pripyat, Ukraine
Lt. Price
15 Years ago

In green glowing letters.
82ndAB-Talon
General Member
Since: May 14, 2006
Posts: 82
Last: Sep 29, 2008
[view latest posts]
Level 3
Category: CoD 4 Single Player
Posted: Sunday, Jul. 6, 2008 02:32 pm
I have no clue. Is it even possible?
techno2sl
General Member
Since: Aug 5, 2004
Posts: 1382
Last: Oct 9, 2008
[view latest posts]
Level 8
Category: CoD 4 Single Player
Posted: Sunday, Jul. 6, 2008 03:33 pm
Ofcourse, probably the same method as an intro screen, just load up some stock singleplayer files (gsc and csvs) to see how IW did it.
Rasta
Preferred Member
Since: Apr 10, 2004
Posts: 4237
Last: Oct 9, 2008
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Level 9
Forum Moderator
Category: CoD 4 Single Player
Posted: Sunday, Jul. 6, 2008 07:04 pm
You could do it like this:

First you need to precache you intro screen lines, lets say you are using 5 lines


Code:


This just needs to be called in your .gsc above the _load function. MAP needs to be replaced with your mapname.

Now the description for each line is handled in your .str files, if you don't have one (being a singleplayer you probably do) just create one, ok again for 5 lines



Code:


Another nice little trick is to use a fake second counter on hte time line so something like

Code:


should work fine, try it out and see how you get on.
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Ediblemittens
General Member
Since: Jun 17, 2008
Posts: 48
Last: Sep 17, 2008
[view latest posts]
Level 2
Category: CoD 4 Single Player
Posted: Tuesday, Jul. 15, 2008 08:42 pm
I got a bad syntax error. Don't know if its from this or my door kicking function. Here it is anyways:

#include maps\_utility;
#include maps\_anim;




main()

{

precachestring( &"FALLUJAH_INTRO_1" );
precachestring( &"FALLUJAH_INTRO_2" );
precachestring( &"FALLUJAH_CPL_HENRY_JOHNSON" );
precachestring( &"FALLUJAH_3RD_BATTALION" );
precachestring( &"FALLUJAH_FALLUJAH" );
precachestring( &"MARKET");
precachestring( &"APARTMENT");
precachestring( &"DEFEND_THE_CONVOY");

lines = [];
lines[ lines.size ] = &"FALLUJAH_INTRO_1";
lines[ "date" ] = &"FALLUJAH_INTRO_2";
lines[ lines.size ] = &"FALLUJAH_CPL_HENRY_JOHNSON";
lines[ lines.size ] = &"FALLUJAH_3RD_BATTALION";
lines[ lines.size ] = &"FALLUJAH_FALLUJAH";



maps\_load::main();
maps\Fallujah_anim::main();

level.player takeallweapons();
level.player giveWeapon("saw");
level.player giveMaxAmmo("saw");
level.player giveWeapon("colt45");
level.player giveMaxAmmo("colt45");
level.player switchtoWeapon( "saw" );

thread kick_door();
}
kick_door()
{




door_node = getnode ("door_node","targetname");

doortrig = getent("door_trig","targetname");


doortrig waittill("trigger",other);


level.doorkicker = getent("sarge","targetname");
level.doorkicker.animname = "open_door_kick";
level.doorkicker.anim_node = door_node;
level.doorkicker notify ("stop friendly think");

level.doorkicker thread magic_bullet_shield();
level.doorkicker.ignoreme = true;

level.maps\_anim::anim_reach_solo (level.doorkicker, "kickdoor", undefined, door_node);
level.doorkicker pushPlayer (false);
door_node thread maps\_anim::anim_single_solo (level.doorkicker, "kickdoor");

level.doorkicker waittillmatch ("single anim", "soundfx = Door_WD_kick");

door = getent ("door1", "targetname");
door playsound ("Door_WD_kick");

door rotateyaw(90,.5,.2,.2);

door connectpaths();

level.doorkicker notify ("stop magic bullet shield");
level.doorkicker.ignoreme = false;

}
techno2sl
General Member
Since: Aug 5, 2004
Posts: 1382
Last: Oct 9, 2008
[view latest posts]
Level 8
Category: CoD 4 Single Player
Posted: Wednesday, Jul. 16, 2008 05:17 am
Load your map in developer mode and see exactly what the error is (usually)


Game menu:

/developer 1
/devmap mapname

Then drop the extended console "¬"+"shift"
Ediblemittens
General Member
Since: Jun 17, 2008
Posts: 48
Last: Sep 17, 2008
[view latest posts]
Level 2
Category: CoD 4 Single Player
Posted: Wednesday, Jul. 16, 2008 12:53 pm
Appearantly, the line of code causing the trouble is this one:

level.maps\_anim::anim_reach_solo(level.doorkicker, "kickdoor", undefined, door_node); (Line 63)

To be honest, I'm pretty stoked that this is the only error.
[rocking]

edited on Jul. 16, 2008 12:53 pm by Ediblemittens
Ediblemittens
General Member
Since: Jun 17, 2008
Posts: 48
Last: Sep 17, 2008
[view latest posts]
Level 2
Category: CoD 4 Single Player
Posted: Wednesday, Jul. 16, 2008 01:03 pm
The name of the doorkicker is "sarge"

The name of the scripted node is: "door_node"

The door is: "door1"

the sound is: "Door_WD_kick"

the animation is: "open_door_kick"
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