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StrYdeR shows you how to add SD to your mp map
LOTS of pictures
There have been some questions about SD, and it seems that bandwidth prevents many from viewing the video tutorial that Wyatt Earp did here. For those without bandwidth issues, I would recommend following the video tutorial. This text tutorial is meant to fill the gap.
I have created a simple skybox with a piece of terrain, so without further ado – let’s get into it
Creating the Intermission
As with any other gametype we need at least one spectator spawn (any more and they are chosen between randomly). Right click in the 2d grid and select mp then click searchanddestroy_intermission
Position this so that it is NOT in contact with anything else in the map (this is where spectators will spawn from)
Creating the Allied Spawns
The Search and Destroy gametype requires at least 16 spawnpoints for the Allies. We want to position these relatively close together in our map (but not touching)
Right click in the 2d grid and select mp then click searchanddestroy_spawn_allied
Press the spacebar to replicate this unit and continue doing so until you have 16 spawns for the Allies in the Allied Spawn Area
Creating the Axis Spawns
The Search and Destroy gametype requires at least 16 spawnpoints for the Axis. We want to position these relatively close together in our map (but not touching)
Right click in the 2d grid and select mp then click searchanddestroy_spawn_axis
Press the spacebar to replicate this unit and continue doing so until you have 16 spawns for the Axis in the Axis Spawn Area
Creating the Bombzones
Now, we are going to define our bombzone A
Load the common textures (Click textures then click common)
Select the Origin texture and draw out a brush. I made mine 32 x 32 units
Press Ctrl+Tab to cycle between views and compress the Origin texture brush to 8 units thick. Note that we are keeping this brush above the Terrain brush.
Select the Trigger texture and draw out a brush that completely encircles the Origin texture brush. I made mine 224 x 336 x 80 units
This next part is a little tricky to explain – in the 3d view navigate your view to inside the Trigger texture brush and select the Origin texture brush.
Then in the 3d view navigate your view to outside the Trigger texture brush and select the Trigger texture brush (with the Origin texture brush inside still selected)
Right click in the 2d grid and select trigger then click multiple
Press N to bring up the entity editor and enter the following key / value pairs:
targetname / bombzone_A
script_gameobjectname / bombzone
script_noteworthy / 1
Press the spacebar to replicate the Bombzone A and move it to the position of Bombzone B
This is not a necessary step, as you can create Bombzone B from scratch, but in the interest of making this tutorial shorter we are going to cut some corners. Should you wish to not use the replicate feature, then you probably don’t need this tutorial except anything but a reference document.
Press N to bring up the entity editor and edit the following key / value pairs:
targetname / bombzone_B
script_gameobjectname / bombzone
script_noteworthy / 2
Creating the Trigger Lookat
Probably the most common reason that mappers S&D gametypes fail is improper construction of the trigger_lookat, so hopefully we can rectify this here.
Select the Trigger texture and draw out a brush that is 16 x 16 x 16 (grid #5)
Now change your grid to #1 and select the Origin texture.
Draw out a brush using the Origin texture that is 4 x 4 x 4 and is centered on the bottom of the Trigger textured box (16x16x16) and in contact with the bottom face of the Trigger textured box.
Did that sound confusing? Good thing I am throwing in a couple of pictures here for you to see what I am talking about
Select both the Trigger texture brush and the Origin texture brush, and with them BOTH selected right click in the 2d grid and select trigger then click lookat
Press N to bring up the entity editor and edit the following key / value pairs:
targetname / bombtrigger
script_gameobjectname / bombzone
Now that is the setup for the game level requirements. Pretty boring this way, but it is this way so that you can use a model or brushmodel as your objective.
So let’s do just that and add models for our objectives
Adding Xmodel Objectives
Locate bombzone_A in your map
Right click in the 2d grid and select script then click model
This will open 2 windows, the file browser and the entity editor
If you have your editor setup properly, then you should be able to browse the extracted xmodel folder to the model you want to use as an objective
We are going to use static_vehicle_tank_tiger
Then in the entity editor add the following key / value pair:
script_exploder / 1
(Remember that this is bombzone_A…A = 1 and B = 2 – this is very important – or things will not happen the way you want them to)
Press the spacebar to replicate this model to bombzone_B
Press N to bring up the entity editor and edit the following key / value pair:
script_exploder / 2
In some cases it is easy to change a good model into a damaged one, in others, you may have to search – or create your own damaged model or brushmodel.
This is one of those cases where the damaged model is easy to change to with just a little bit of entity editing
Press the spacebar to replicate this model and then press N to bring up the entity editor and edit the following key / value pairs:
model / xmodel/static_vehicle_tank_tiger_d
targetname / exploder
script_gameobjectname / bombzone
Press the spacebar to replicate this model to bombzone_A and then press N to bring up the entity editor and edit the following key / value pair:
script_exploder / 1
You can add effects to this by following the using exploders tutorial (the part about fx) and following the layout here
Remember that A = 1 and B = 2 – this is very important – or things will not happen the way you want them to
Exploder Effects:
Setting script_noteworthy on a bombzone trigger to an exploder group can be used to trigger additional effects.
Note
----
Setting "script_gameobjectname" to "bombzone" on any entity in a level will cause that entity to be removed in any gametype that
does not explicitly allow it. This is done to remove unused entities when playing a map in other gametypes that have no use for them.
I hope this helps someone
I uploaded the map file here
StrYdeR
Edit - Added Aug 30, 2005
I neglected to mention that you need to add information to your .gsc to have the SD gametype work, because most mappers already have this information present...but I really should have included it just in case
Level script requirements
-------------------------
Team Definitions:
game["allies"] = "american";
game["axis"] = "german";
This sets the nationalities of the teams. Allies can be american, british, or russian. Axis can be german.
game["attackers"] = "allies";
game["defenders"] = "axis";
This sets which team is attacking and which team is defending. Attackers plant the bombs. Defenders protect the targets.
If using minefields or exploders:
mapsmp\_load::main();
Optional level script settings
------------------------------
Soldier Type and Variation:
game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "wehrmacht";
game["german_soldiervariation"] = "normal";
This sets what models are used for each nationality on a particular map.
Valid settings:
american_soldiertype airborne
american_soldiervariation normal, winter
british_soldiertype airborne, commando
british_soldiervariation normal, winter
russian_soldiertype conscript, veteran
russian_soldiervariation normal, winter
german_soldiertype waffen, wehrmacht, fallschirmjagercamo, fallschirmjagergrey, kriegsmarine
german_soldiervariation normal, winter
StrYdeR
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