Call of Duty 5: Minefields: Difference between revisions
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{{Note|This tutorial will explain how to create/add Minefields to your maps.}} | |||
=Simple Minefield= | =Simple Minefield= | ||
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[[Image:minefield_2.png|550px]] | [[Image:minefield_2.png|550px]] | ||
==GSC Scripts== | ==GSC Scripts== | ||
Line 27: | Line 28: | ||
maps\mp\_load::main(); | maps\mp\_load::main(); | ||
==SoundAlias== | ==SoundAlias== | ||
*The two sound used by the stock script are missing from Soundaliases files and even the WAV files are missing, get them here: | *The two sound used by the stock script are missing from Soundaliases files and even the WAV files are missing, get them here: | ||
{{Download|http://wiki.modsrepository.com/codww_files/codww_minefields_files.zip|DOWNLOAD MISSING MINEFIELD ASSETS}} | |||
* In this Archive you will find the Soundalias required, distance and volume can be adjusted before compile to your liking; | * In this Archive you will find the Soundalias required, distance and volume can be adjusted before compile to your liking; | ||
*Simply unpack the archive in your CODWaW Root folder to add the missing assets; | *Simply unpack the archive in your CODWaW Root folder to add the missing assets; | ||
==Zone Source== | ==Zone Source== | ||
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You're done! | You're done! | ||
=Alternate Idea= | =Alternate Idea= | ||
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waterfields() | waterfields() | ||
{ | { | ||
waterfields = getentarray("waterfield", "targetname"); | |||
if (waterfields.size > 0) | |||
level._effect["water_explosion"] = loadfx ("impacts/fx_water_hit_tracer_nite.efx"); | |||
for(i = 0; i < waterfields.size; i++) | |||
waterfields[i] thread waterfield_think(); | |||
} | } | ||
waterfield_think() | waterfield_think() | ||
{ | { | ||
for(;;) | |||
{ | |||
self waittill ("trigger",other); | |||
if(isPlayer(other)) | |||
other thread waterfield_kill(self); | |||
} | |||
} | } | ||
waterfield_kill(trigger) | waterfield_kill(trigger) | ||
{ | { | ||
if(isDefined(self.waterfield)) | |||
return; | |||
self.waterfield = true; | |||
self playsound ("shot_flyby"); | |||
wait .5; | |||
wait randomFloat(.5); | |||
if(isdefined(self) && self istouching(trigger)) | |||
{ | |||
origin = self getorigin(); | |||
range = 50; | |||
maxdamage = 2000; | |||
mindamage = 50; | |||
self playsound("waterfield_shot"); | |||
playfx("water_explosion", origin); | |||
radiusDamage(origin, range, maxdamage, mindamage); | |||
} | |||
self.waterfield = undefined; | |||
} | } | ||
</pre> | </pre> | ||
{{Info|This code must be paste into the Stock file /raw/maps/mp/_minefields.gsc (Backup first!) and of course you must add this line to your Zone file:}} | |||
rawfile,maps/mp/_minefields.gsc | rawfile,maps/mp/_minefields.gsc | ||
Line 124: | Line 124: | ||
sound,waterfields,mp_yourmap,all_mp | sound,waterfields,mp_yourmap,all_mp | ||
'''Thanks to HyBr!d''' | '''Thanks to HyBr!d''' | ||
--[[User:Zeroy|Zeroy.]] 10:56, 24 April 2009 (UTC) | --[[User:Zeroy|Zeroy.]] 10:56, 24 April 2009 (UTC) | ||
[[Category:Call of Duty 5]] | [[Category:Call of Duty 5]] |
Latest revision as of 16:28, 23 February 2012
Simple Minefield
In Radiant
- Choose the Trigger texture,
- Drag it where you want a minefield..
- Rightclick > Trigger > Multiple
- Bring up console (press N)
Give it these values:
Key: targetname Value: minefield
GSC Scripts
Make sure the following is present in your maps/mp/mp_mapname.gsc
maps\mp\_load::main();
SoundAlias
- The two sound used by the stock script are missing from Soundaliases files and even the WAV files are missing, get them here:
DOWNLOAD MISSING MINEFIELD ASSETS
- In this Archive you will find the Soundalias required, distance and volume can be adjusted before compile to your liking;
- Simply unpack the archive in your CODWaW Root folder to add the missing assets;
Zone Source
Add the following to your zone_source/mp_mapname.csv before compiling:
fx,explosions/grenadeExp_dirt sound,mines,mp_yourmap,all_mp
You're done!
Alternate Idea
This great idea comes from HyBr!d and it is to replace the actual mine by a Sniper shoot at the player when he walk in the Trigger. Sound are replace:
- Bullets whizzing by instead of the 'click'
- Sniper rifle shot as the explosion sound
The GSC Code for it:
waterfields() { waterfields = getentarray("waterfield", "targetname"); if (waterfields.size > 0) level._effect["water_explosion"] = loadfx ("impacts/fx_water_hit_tracer_nite.efx"); for(i = 0; i < waterfields.size; i++) waterfields[i] thread waterfield_think(); } waterfield_think() { for(;;) { self waittill ("trigger",other); if(isPlayer(other)) other thread waterfield_kill(self); } } waterfield_kill(trigger) { if(isDefined(self.waterfield)) return; self.waterfield = true; self playsound ("shot_flyby"); wait .5; wait randomFloat(.5); if(isdefined(self) && self istouching(trigger)) { origin = self getorigin(); range = 50; maxdamage = 2000; mindamage = 50; self playsound("waterfield_shot"); playfx("water_explosion", origin); radiusDamage(origin, range, maxdamage, mindamage); } self.waterfield = undefined; }
This code must be paste into the Stock file /raw/maps/mp/_minefields.gsc (Backup first!) and of course you must add this line to your Zone file:
rawfile,maps/mp/_minefields.gsc
- Soundalias to go with the new code:
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,move_type,move_time,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, # _waterfield SFX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, shot_flyby,1,SFX\projectile\bullet\headshot\head\head_00.wav,!wii,1,1,1,1,1,175,1500,,,,,ambience,,3d,,,,,all_mp,curve3,,,,,,curve3,,,0.7,,,,,,,,,0.4,20,60,0.25,1 shot_flyby,2,SFX\projectile\bullet\headshot\head\head_01.wav,!wii,1,1,1,1,1,175,1500,,,,,ambience,,3d,,,,, all_mp,curve3,,,,,,curve3,,,0.7,,,,,,,,,0.4,20,60,0.25,1 shot_flyby,3,SFX\projectile\bullet\headshot\head\head_02.wav,!wii,1,1,1,1,1,175,1500,,,,,ambience,,3d,,,,, all_mp,curve3,,,,,,curve3,,,0.7,,,,,,,,,0.4,20,60,0.25,1 waterfield_shot,,SFX/Weapon/Rifle/snpr_ring/snpr_mauser/snpr_mauser_02.wav,!wii,1,1,1,1,1,300,1500,,,,,ambience,,,,,,, all_mp,curve3,,,,,,curve3,,,0.7,,,,,,,,,0.4,20,60,0.25,1
- Again you must add a line the Zone File to add this soundalias (called waterfields.csv in this example):
sound,waterfields,mp_yourmap,all_mp
Thanks to HyBr!d
--Zeroy. 10:56, 24 April 2009 (UTC)