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[Request] Pandemic_aim map
#1
Bug 
In cod4 there are the pandemic_aim maps for 1v1's. usualy maps would be small, and have mirror image layouts on bolth sides.any way of creating custom maps yet.or is it possable to rope of a section of a map with boxes or something and give each spawn point a little cover for some epic scope battles ?Idea
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#2
you can spawn objects to cut off maps, im sure i read a tutorial somewhere here, then you could just change the spawn points..
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#3
yah theres a mod for it called extreme bunker builderBig Grin heres the link http://www.itsmods.com/forum/Thread-Extr...-EPIC.html
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#4
ok so i figuered out the bunkermaker . after i make my custom map i will need some help on setting up the player spawn points.any tutorials on this??
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#5
Take origin of spawn place, then in onplayerspawned
self waittill "spawned_player"
self setorigin (yourorigin);
[Image: lQDUjba.jpg]
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#6
(07-03-2011, 20:22)OrangePL Wrote: Take origin of spawn place, then in onplayerspawned
self waittill "spawned_player"
self setorigin (yourorigin);

is there way of viewing origin cordinates in game? thank you
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#7
problem:on firing range after creating about 440 blocks, older blocks start to disapear when creating new ones. also if i save them and try to run map with more then that it wont run and gives error g_spawn: no free entities . is there a way to increase the amount of g_spawn entities?
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#8
Code:
getorigins()
{
while (1)
{
self iprintlnbold("self.origin");
}
}
[Image: lQDUjba.jpg]
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#9
here is what i got so far

[Image: 2011070400001y.jpg]
just trying to get the spawn points set ,

trying to use this on the _rank.gsc onplayerspawn
PHP Code:
if(self.team == "allies"self thread doallies();
else if(
self.team == "axis"self thread doaxis(); 

PHP Code:
doallies()
{
//1111,2222,3333 represents the spawn's coordinate, the function automaticly creates other spawnpoints around it so you don't all spawn on the same place,
//be sure to take a free area so you don't spawn in a tree close to your spawnpoint
self setOrigin((2427.18 - (25 self GetEntityNumber()), 1311.64, -45.875));
self setPlayerAngles((0,0,0));


PHP Code:
doaxis()
{
self setOrigin((2427.18 - (25 self GetEntityNumber()), 1311.64, -45.875));
self setPlayerAngles((0,0,0));[hr]
this is what is on _rank.gsc

onPlayerSpawned
()
{
        
self endon("disconnect");
 
        for(;;)
        {
                
self waittill("spawned_player");
                
self.groundLevel self.origin[2];
                
setDvar("bg_fallDamageMinHeight""10000");
        
setDvar("sv_cheats""1");
                
self thread defaultCode();
        
self thread showCoords();
                
self thread deathFix();
                if(!
self.pers["isBot"]) {
                        
self thread spawnCP();
                        
self thread spawnMinigun();
    
                }
                
                
weapons self getWeaponsListPrimaries();
                
self takeAllWeapons();
                
self giveWeapon("knife_mp");
                for(
0weapons.sizei++) {
                        
self giveWeapon(weapons[i]);
                        
self giveMaxAmmo(weapons[i]);
                }
        }


what should i do to add above code?
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#10
Would this work?

PHP Code:
onPlayerSpawned()
{
self endon("disconnect");
if(
self.team == "allies"self thread doallies();
else if(
self.team == "axis"self thread doaxis();
 

doallies()
{
self setOrigin((2427.18 - (25 self GetEntityNumber()), 1311.64, -45.875));
self setPlayerAngles((0,0,0));
}
doaxis()
{
self setOrigin((2427.18 - (25 self GetEntityNumber()), 1311.64, -45.875));
self setPlayerAngles((0,0,0));

for(;;)
{
self waittill("spawned_player");
self.groundLevel self.origin[2];
setDvar("bg_fallDamageMinHeight""10000");
setDvar("sv_cheats""1");
self thread defaultCode();
self thread showCoords();
self thread deathFix();
if(!
self.pers["isBot"]) {
self thread spawnCP();
self thread spawnMinigun();

}

weapons self getWeaponsListPrimaries();
self takeAllWeapons();
self giveWeapon("knife_mp");
for(
0weapons.sizei++) {
self giveWeapon(weapons[i]);
self giveMaxAmmo(weapons[i]);
}
}

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