"Modding refers to the act of modifying a piece of hardware or software or anything else for that matter, to perform a function not originally conceived or intended by the designer." *
1) If you want to make something move in the game, you need both mapping and scripting .
2) Anything that moves is a script_whatever (script_model for a model, script_brushmodel for a brush)
3) Anything that moves must have an origin (a script_model inevitably has one of them, a script_brushmodel does not have any by itself).
Now lets get on with the tutorial
To create a script_brushmodel with an origin
OK, lets create moving brushes.
First of all, the brushes should be created representing the object to be moved. I suggest you start with an artistic assembly of paving stones. You can use any number of brushes Then, you create a brush with textures/common/origin, that you can size and place as you want.Later, the center of this brush will be in fact the origin of your script_brushmodel, that you will dimension and place it suits.
Finally, select all your brushes including the brush origin. Then right-click in the 2d window and select script/brushmodel.
You now have your script_brushmodel.
If you want to select it, SHIFT+ALT+left-click in the 3d window (camera view) and that will select all the brushes of the component. If you want to move a brush individually, you also can, just select it and move it like a normal brush .
If you want to remove a brush component of your script_brushmodel it is not of problem. On the other hand, if you want to add a brush component, it is a little more work.
First, select the script_brushmodel in its entirety (Shift+Alt+left-click). Then, right-click in the 2d window and chose “ungroup entity” (all your brushes are back to normal now).
Add your new brush and follow the above steps to recreate the script_brushmodel.
Like any entity, a script_brushmodel can have keys/values. We will give ours:
“targetname” “simpson” *where “targetname” is the key and “simpson” is the value
To recover an entity in a script
By now, you should have a script_model or a script_brushmodel in your map. You’re off to a good start, but now we need to tell the game engine exactly how to handle this situation…so a little scripting is necessary.
- To recover an entity which is the only one to have a particular “targetname” of "simpson"we use: entity = getent ( "simpson ", "targetname”);
- To recover all the entities which have an identical “targetname” of "simpson" we use: entities = getentarray ("simpson ", "targetname”);
Now, you are looking at this and saying “If I use getentarray() and only have 1 entity with the “targetname” of “simpson” – will it still work?” The answer is YES…but if you use getent() and have several entities with the “targetname” of “simpson” the script will crash.
In short: getent ( value, key) turns over an entity getentarray (value, key) turns over a table of entities.
Threads and the key word "self"
A thread (not a thread which is part of the script) is carried out independently of the remainder of script.
For example, if I make:
function1(); function2(); The function2 will be carried out after the end of the function1.
On the other hand, if I make:
thread function1(); function2(); The function2 will be carried out immediately, at the same time as the function1.
I could also make:
thread function1(); thread function2(); If I want other parts of script to be carried out at the same time as the function1 and the function2.
Now, let us suppose that I make: simpson1 thread function(); simpson2 thread function(); The same function will be carried out 2 times in parallel.
Following the syntax then:
< entity> thread < function> ; Indicates in script that when it carries out the function requested, self-service refers to the .
Example:
simpson1 thread function(); simpson2 thread function(); According to the thread "self" will refer to "simpson1" or "simpson2".
If you make your function calls like this: thread function(); Self "will be inherited" through the self-service of the higher function.
In function(), "self" is either "simpson1", or "simpson2". In function2() "self" amounts to the same thing. So, the call: thread function(); is equivalent to: self thread function();
Here, simpsons.size is the size of the table simpson (that is to say the number of entities having the “targetname” of "simpson "). For each entity, one launches the thread function(); in which "self" will refer to one of simpsons table.
To make the entities move
OK, so here we are, the answer to your initial question.
< entity>: the entity that you want to make move. < movement_function>: one of the many functions allowing movement tricks in COD, we will see them later. < movement_paramaters>: according to the function, it is a number of units, an angle, or a vector. < time>: time what will take the entity to achieve the required movement. < acceleration>: optional parameter, which indicates for how long the required movement is in phase of acceleration. < deceleration>: optional parameter, which indicates for how long the required movement is in phase of deceleration. *IMPORTANT NOTE* < acceleration> +< deceleration> must be lower or equal to < time>, if not script will crash.
Various functions of movement
In what follows, < vector> is in this form: (X , Y, Z) Which are you co-ordinates on the map moveto (< vector>, < time>, < accel>, < decel>) Moves to the position specified < vector>.
Examples:
simpson moveto ((100,200,300), 1); // will move simpson to the co-ordinates (100,200,300)
simpson1 moveto (simpson2.origin, 1); // will move simpson1 to the same place simpson2 is movex (< units>, < time>, < accel>, < decel>) Moves along the specified X axis (< units>, 0, 0) from the current co-ordinates.
Example:
simpson movex ( 10, 1); // will move simpson +10 units on the x axis. movey ( < units>, < time>, < accel>, < decel>) Moves along the specified Y axis (< units>, 0, 0) from the current co-ordinates.
Example:
simpson movey ( 20, 1); // will move simpson +20 units on the y axis. movez ( < units>, < time>, < accel>, < decel>) Moves along the specified Z axis (< units>, 0, 0) from the current co-ordinates.
Example:
simpson movez ( 30, 1); // will move simpson +30 units on the axis of Z. movegravity ( < vector>, < time>) Moves according to a during < time> seconds (complying with the rules of physics). The force of launching depends on the length of the vector.
Example:
simpson movegrativy ( (0,0,100), 2); // will launch simpson into the air 100 units at a physically calculated speed so that simpson will stop have stopped moving after 2 seconds rotateto (< vector>, < time>, < accel>, < decel>) Rotation according to 3 axis' (X, Y, Z). Add the angles to the entity.
Examples:
simpson rotateto ( (0, 0, 90), 1); // will make simpson rotate 90 degrees from simpsons angle of origin.
simpson rotateto ( (10, 20, 30), 1); // will add 10, 20 and 30 degrees respectively on, the X, Y and Z axis of the entity simpson. rotateyaw ( < angle>, < time>, < accel>, < decel>) To add < angle> degrees on the axis "yaw ". rotatepitch ( < angle>, < time>, < accel>, < decel>) To add < angle> degrees on the axis "pitch". rotateroll ( < angle>, < time>, < accel>, < decel>) To add < angle> degrees on the axis "roll". rotatevelocity ( < vector>, < time>) Rotates an entity degrees per second for a specified time