Yes its about how i did it except i created proper collmaps for the Warehouse and other models, simply because the stock collision xmodels are not always the right size.
Code:
#include maps\mp\_utility;
#include common_scripts\utility;
main()
{
maps\mp\mp_nuked_fx::main();
thread precachemodels();
maps\mp\_load::main();
maps\mp\mp_nuked_amb::main();
maps\mp\gametypes\_teamset_urbanspecops::level_init();
// maps\mp\_compass::setupMiniMap("compass_map_mp_nuked");
// setdvar("compassmaxrange","2100");
// Hangar Setup
hangar1 = Spawn( "script_model", ( 0, 1000, 400 ) );
hangar1 SetModel( "p_cub_hangar" );
hangar1.angles = (0,0,0);
hangar2 = Spawn( "script_model", ( 0, -690, 400 ) );
hangar2 SetModel( "p_cub_hangar" );
hangar2.angles = (0,180,0);
// Delete then create new DM spawns
deletespawns1();
deletespawns2();
deletespawns3();
createspawns();
// create map content
mapcontent();
}
deletespawns1()
{
spawn_points1 = getentarray( "mp_tdm_spawn_allies_start", "classname" );
for ( i = 0; i < spawn_points1.size; i++ )
{
spawn_points1[i] delete();
}
}
deletespawns2()
{
spawn_points2 = getentarray( "mp_tdm_spawn_axis_start", "classname" );
for ( i = 0; i < spawn_points2.size; i++ )
{
spawn_points2[i] delete();
}
}
deletespawns3()
{
spawn_points3 = getentarray( "mp_tdm_spawn", "classname" );
for ( i = 0; i < spawn_points3.size; i++ )
{
spawn_points3[i] delete();
}
}
createspawns()
{
maps\mp\mp_hangar\_utils::createSpawnpoint( "mp_tdm_spawn", (0, 1000, 500), -90 );
//maps\mp\mp_hangar\_utils::createSpawnpoint( "mp_tdm_spawn", (0, 0, 500), 90 );
//maps\mp\mp_hangar\_utils::createSpawnpoint( "mp_tdm_spawn_allies_start", (0, 1000, 500), -90 );
//maps\mp\mp_hangar\_utils::createSpawnpoint( "mp_tdm_spawn_axis_start", (0, 1000, 500), 90 );
}
precachemodels()
{
// Precaching models
precachemodel ("p_cub_hangar");
precachemodel ("p_glo_concrete_barrier_damaged");
precachemodel ("p_glo_crate_tarp");
precachemodel ("p_jun_ammo_crate");
precachemodel ("p_jun_storage_crate");
precachemodel ("p_kow_watertower_base");
precachemodel ("mp_firingRange_tire_wall");
precachemodel ("mp_firingRange_tire_wall_yellow");
precachemodel ("p_jun_cubicalwall_lg");
precachemodel ("p_jun_cubicalwall_lg_st");
precachemodel ("p_glo_table_bunker");
precachemodel ("p_jun_khe_sahn_bunker_07_trench");
}
mapcontent()
{
Mapbarrier1 = Spawn("script_model", (0, 852, 415) );
Mapbarrier1.angles = (0, 0, 0);
Mapbarrier1 SetModel("p_glo_concrete_barrier_damaged");
MapMisc2 = Spawn("script_model", (0, 552, 415) );
MapMisc2.angles = (0, 0, 0);
MapMisc2 SetModel("p_glo_table_bunker");
MapMisc1 = Spawn("script_model", (300, 0, 425) );
MapMisc1.angles = (0, 0, 0);
MapMisc1 SetModel("p_kow_watertower_base");
MapCrate1 = Spawn("script_model", (600, -100, 420) );
MapCrate1.angles = (0, 0, 0);
MapCrate1 SetModel("p_jun_ammo_crate");
MapCrate2 = Spawn("script_model", (-400, 1100, 420) );
MapCrate2.angles = (0, 0, 0);
MapCrate2 SetModel("p_glo_crate_tarp");
MapCrate3 = Spawn("script_model", (120, -200, 420) );
MapCrate3.angles = (0, 0, 0);
MapCrate3 SetModel("p_jun_storage_crate");
MapMisc3 = Spawn("script_model", (714, 624, 415) );
MapMisc3.angles = (0, 0, 0);
MapMisc3 SetModel("mp_firingRange_tire_wall");
MapMisc4 = Spawn("script_model", (714, 824, 415) );
MapMisc4.angles = (0, 0, 0);
MapMisc4 SetModel("mp_firingRange_tire_wall_yellow");
}
Code:
xmodel,p_cub_hangar
xmodel,p_glo_concrete_barrier_damaged
xmodel,collision_geo_64x64x256
xmodel,p_glo_crate_tarp
xmodel,p_jun_ammo_crate
xmodel,p_jun_storage_crate
xmodel,p_kow_watertower_base
xmodel,mp_firingRange_tire_wall
xmodel,mp_firingRange_tire_wall_yellow
xmodel,p_jun_cubicalwall_lg
xmodel,p_jun_cubicalwall_lg_st
xmodel,p_glo_table_bunker
xmodel,p_jun_khe_sahn_bunker_07_trench
(just place the collmaps folder in /raw and on mod compile the collmaps will be added to Xmodels)