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Posts posted by Zack
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Possibly because movehelicopter1 is the thread name not the entity on the helicopter, I'm going to let you solve this on your own. Look at the move script part, and the thread name. That's all i'm saying for now.
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Make the Xmodel a script_model, link the clip to the script_model (heli), Make the helicopter move UP to an origin in the sky, make origins for the path you want the helicopter to take. Here's the script:
Jumppad() { trig = getEnt ("trig", "targetname"); heli = getEnt("helicopter", "targetname"); clips = getEnt("clipsandshit", "targetname"); glow = getEnt ("glow", "targetname"); org1 = getEnt ("heli_org1", "targetname"); org2 = getEnt ("heli_org2", "targetname"); org3 = getEnt ("heli_org3", "targetname"); org4 = getEnt ("heli_org4", "targetname"); clips enableLinkTo(); time = 3; for(;;) { trig waittill ("trigger", player); if (player isTouching(trig)) { clips linkto (heli); heli moveto (org1.origin, time); wait 1; heli waittill("movedone"); heli moveto (org2.origin, time); wait 1; heli waittill("movedone"); heli moveto (org3.origin, time); wait 1; heli waittill("movedone"); heli moveto (org4.origin, time); wait 1; heli waittill("movedone"); heli unlink(); } } }
Haven't tested it, report here if anything is fucked up with the script.
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So.. like this? :P
self as players[i] iprintLnBold("^9Badman!"); self as players[i] GiveWeapon("m40a3_mp");
LEL :dave:
Just use what Slaya said before.
self iprintLnBold("^9Badman!");
self GiveWeapon("m40a3_mp");
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Oh, this actually gives me a bit better understanding now :D Thanks Bear
tfw still no link for maya 8.5
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I think that's the one I put in twist Staab. It does work, and is better then what Imagine put im my opinion. Just don't test it in devmap, because in devmap it doesn't register your GUID. But imagine's is just shorter, still works the same.
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Making a multi-level elevator >;3
By this, what do you mean.. Like, a 3 floor elevator that goes up and down?
that's a simple move script..
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I can't stand Wingzor's maps D: I just personally don't like them.. If I had to choose it'd probably be Vartizan from CJ. But deathrun, it's gotta be Xenon.
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oya, i'm meh with maya, Maybe.
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Okay. I subscribbled. Make those videos zackk! MAKE THEM!!! MAKEKEKKEKEK THEMMMM!!!!
o..o....o..oh okay ;_;
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Yeah, for now. Stopped making them for a bit, I plan to start back up soon.
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fire()
{
trig = getent("trigger_fire", "targetname");
dmg = getent("fire_dmg", "targetname");
dmg maps\mp\_utility::triggerOff();fireorg1 = SpawnFx( level.fire_fx, fire1.origin);
fireorg2 = SpawnFx( level.fire_fx, fire2.origin);
fireorg3 = SpawnFx( level.fire_fx, fire3.origin);
fireorg4 = SpawnFx( level.fire_fx, fire4.origin);
fireorg5 = SpawnFx( level.fire_fx, fire5.origin);
fireorg6 = SpawnFx( level.fire_fx, fire6.origin);
fireorg7 = SpawnFx( level.fire_fx, fire7.origin);
fireorg8 = SpawnFx( level.fire_fx, fire8.origin);trig waittill ("trigger");
trig delete();
dmg PlayLoopSound ("fire_barrel");
dmg maps\mp\_utility::triggerOn();
triggerFx (fireorg1);
triggerFx (fireorg2);
triggerFx (fireorg3);
triggerFx (fireorg4);
triggerFx (fireorg5);
triggerFx (fireorg6);
triggerFx (fireorg7);
triggerFx (fireorg8);
wait 5;
dmg delete();
fireorg1 delete();
fireorg2 delete();
fireorg3 delete();
fireorg4 delete();
fireorg5 delete();
fireorg6 delete();
fireorg7 delete();
fireorg8 delete();
}Just put the origins of where the fire should spawn on the ground, or wherever you want them, the fire will spawn there, and you'll be good, if you want this to loop, and turn on, and off, here's the script for that:
fire()
{
trig = getent("trigger_fire", "targetname");
dmg = getent("fire_dmg", "targetname");
trig waittill ("trigger", player);while(1)
{
dmg maps\mp\_utility::triggerOff();
fireorg1 = SpawnFx( level.fire_fx, fire1.origin);
fireorg2 = SpawnFx( level.fire_fx, fire2.origin);
fireorg3 = SpawnFx( level.fire_fx, fire3.origin);
fireorg4 = SpawnFx( level.fire_fx, fire4.origin);
fireorg5 = SpawnFx( level.fire_fx, fire5.origin);
fireorg6 = SpawnFx( level.fire_fx, fire6.origin);
fireorg7 = SpawnFx( level.fire_fx, fire7.origin);
fireorg8 = SpawnFx( level.fire_fx, fire8.origin);
trig delete();
dmg PlayLoopSound ("fire_barrel");
dmg maps\mp\_utility::triggerOn();
triggerFx (fireorg1);
triggerFx (fireorg2);
triggerFx (fireorg3);
triggerFx (fireorg4);
triggerFx (fireorg5);
triggerFx (fireorg6);
triggerFx (fireorg7);
triggerFx (fireorg8);
wait 5;
dmg delete();
fireorg1 delete();
fireorg2 delete();
fireorg3 delete();
fireorg4 delete();
fireorg5 delete();
fireorg6 delete();
fireorg7 delete();
fireorg8 delete();
}
}But really, like Sentrex said, I would suggest learning to script, instead of asking for everything, will pay off in the long run. Just use zeroy, have a look at map and stock scripts for call of duty, and it should come to you after awhile.
inb4 error
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Good Tutorial man!
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name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage
namehere,,music/namehere.mp3,0.7,0.7,ambience,,,,,ambient,streamed,,looping,,all_mp,,,,,,
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Choking your Chicken whilst jizzing on a female?
Male Chicken = Stud
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I feel like this sounds more like a mod, and would work better as a mod.
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gr8 b8 m8, i r8 8/8. I rel8, str8 appreci8, and congratul8! Let me elabor8 your b8. It's gr8, it must have been f8 for you to cre8 that b8. I'm N8, and I'm str8 ir8. cre8 more b8, I can't w8.
Anyways, good map dude.
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Hmm, that's it? Looks like it might of stopped the bsp a bit to early..
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You can try the following:
-Run the Modtools as administrator.
-Go to Steam/SteamApps/Call of Duty 4 - Modern Warfare\bin\CoD4CompileTools/cod4compiletools_compilebsp.bat (or your own cod4 path) and backup the .bat on your desktop, recreate it, (text document, same file name, just change .txt to .bat) and replace it with this:
@ECHO OFF
:: ###########################################
:: SET UP VARIABLES
:: ###########################################set bsppath=%~1
set mapsourcepath=%~2
set treepath=%~3
set mapname=%4
set parmBSPOptions=%~5
set parmLightOptions=%~6
set compileBSP=%7
set compileLight=%8
set compilePaths=%9
shift
set compileVIS=%9
shift
set mpmap=%9if "%parmBSPoptions%" == "-" (
set parmBSPoptions=
)if "%parmLightOptions%" == "-" (
set parmLightOptions=
)mkdir "%bsppath%
if "%compileBSP%" == "1" (
echo .
echo .
echo ###########################################
echo COMPILE BSP
echo ###########################################
echo .
echo .copy "%mapsourcepath%%mapname%.map" "%bsppath%%mapname%.map"
"%treepath%bin\cod4map" -platform pc -loadFrom "%mapsourcepath%%mapname%.map" %parmBSPOptions% "%bsppath%%mapname%"
)
if "%compileLight%" == "1" (echo .
echo .
echo ###########################################
echo COMPILE LIGHT
echo ###########################################
echo .
echo .IF EXIST "%mapsourcepath%%mapname%.grid" copy "%mapsourcepath%%mapname%.grid" "%bsppath%%mapname%.grid"
"%treepath%bin\cod4rad" -platform pc %parmLightOptions% "%bsppath%%mapname%"
)IF EXIST "%bsppath%%mapname%.map" del "%bsppath%%mapname%.map"
IF EXIST "%bsppath%%mapname%.d3dprt" del "%bsppath%%mapname%.d3dprt"
IF EXIST "%bsppath%%mapname%.d3dpoly" del "%bsppath%%mapname%.d3dpoly"
IF EXIST "%bsppath%%mapname%.vclog" del "%bsppath%%mapname%.vclog"
IF EXIST "%bsppath%%mapname%.grid" del "%bsppath%%mapname%.grid"IF EXIST "%bsppath%%mapname%.lin" move "%bsppath%%mapname%.lin" "%mapsourcepath%%mapname%.lin"
pause
if "%compilePaths%" == "1" (echo .
echo .
echo ###########################################
echo CONNECTING PATHS
echo ###########################################
echo .
echo .cd %treepath%
sp_tool.exe +set r_fullscreen 0 +set logfile 2 +set monkeytoy 0 +set com_introplayed 1 +set usefastfile 0 +set g_connectpaths 2 +devmap %mapname%)
echo .
echo .
echo ###########################################
echo DONE
echo ###########################################
echo .
echo .
pauseThis will make it pause at the end, when your BSP is done compiling.
You can also do the same for your fast file builder, but, just add the word "pause" at the end, or in the middle/near end.
If you can somehow follow this, here's the file you need, just replace it with the one already in Steam/SteamApps/Call of Duty 4 - Modern Warfare\bin\CoD4CompileTools/cod4compiletools_compilebsp.bat (or your own cod4 path)
BSP: https://www.sendspace.com/file/49zy7f
This will make the BSP stop, so you can look though the Log, and find any errors.
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Tons of places to learn to script the elevator and such as:
www.zeroy.com/script is one of them.
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Startdoor()
{
brush1 = getEnt("startdoor_1", "targetname");
brush2 = getEnt("startdoor_2", "targetname");
wait 12;
brush1 moveZ (1200, 3.5);
brush2 moveZ (-1250, 3.5);
brush1 waittill ("movedone");
brush2 waittill ("movedone");
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https://m.soundcloud.com/sorrowgarage/sorrow-my-love-art-is-dead-e-p
Judge me as you wish :D (I rarely like more than one song in an album, so this is my favourite song atm.) #chilledvibes
What's wrong with that music? I love chilled music like that :3
Anyways, i'm also more of a rock guy, was grown up in the presence of my dad listening to multiple rock albums, here's a personal favorite:
https://www.youtube.com/watch?v=D3bRDdkiJ9A
Just came out like 2 weeks ago.
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Helped him though skype, everything's fine now. If you wondering what the problem was, his fast file said, COD4PATH was expected at this time. What happened was, for some reason, it was a permissions problem, and he had to run the compile tools as administrator.
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>gsv
Anyways, what happens when you create the fast file?
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AYYYYYYYYYYE, 10000 POSTS!
Edit: Fuck, I lied.. This is 10001.
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in General Discussions
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Was just an idea. Anyways, I would play it, I actually kinda wanna give this a shot at making it. I think Lossy said he already made a Michael Myers mod (lel). I wanna try it anyways.
tfw I downvote sentrex for reading it wrong. ;_;