Call of Duty 4: Bobbing Models: Difference between revisions
(New page: Image:Nutshell.png This tutorial shows how to create 'bobbing' models in water to give a floating movement impression. I got the script from a COD2 tutorials by ''BR3NT'' == In Radia...) |
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[[Image:Nutshell.png]] This tutorial shows how to create 'bobbing' models in water to give a floating movement impression. I got the script from a COD2 tutorials by ''BR3NT'' | [[Category:Call of Duty 4]] | ||
[[Category:Modtools]] | |||
[[Category:Radiant]] | |||
[[Category:Advanced Editing]] | |||
[[Category:Scripting]] | |||
{{warning_forpro}} | |||
[[Image:rgn_warning.png|right]] | |||
[[Image:Nutshell.png]] This tutorial shows how to create 'bobbing' models in water to give a floating movement impression. I got the script from a COD2 tutorials by ''BR3NT''.<br> | |||
'''<font color="blue">2 models are animated in this example:'''</font> | |||
com_bottle4 | |||
me_plastic_crate1 | |||
[[Image:bobbing_1.png|600px|center]] | |||
== In Radiant == | == In Radiant == | ||
Place the 2 models how we want them with their top surface slightly (2/3 units) over the water patch. | |||
[[Image:bobbing_4.png]] | |||
Select the first model, right clic in the 2D window and select ''Script'' then ''Script_model'' | |||
[[Image:bobbing_5.png]] | |||
Then witht the first model still selected press 'n' to bring up the entity window and enter the following key/values: | |||
targetname bobbing_obj | |||
Do the same steps for the second model using those: | |||
targetname bobbing_obj2 | |||
The result should be: | |||
[[Image:bobbing_2.png]] | |||
and | |||
[[Image:bobbing_3.png]] | |||
== In Script == | == In Script == | ||
* Create a new file under /raw/maps/mp/ called _bobbing_obj.gsc and | * Create a new file under /raw/maps/mp/ called _bobbing_obj.gsc and insert the following: | ||
<pre> | <pre> | ||
main() | main() | ||
{ | { | ||
thread bobbing_think(); | |||
} | |||
bobbing_think() | bobbing_think() | ||
{ | { | ||
obj1 = getent("bobbing_obj","targetname"); | obj1 = getent("bobbing_obj","targetname"); //get the script_model entity | ||
obj2 = getent("bobbing_obj2","targetname"); // | obj2 = getent("bobbing_obj2","targetname"); //get the other script_model entity | ||
wait | wait randomfloat(1.5); //generate a random number of seconds between bobs | ||
org1 = (-83, -895, 688); | org1 = (-83, -895, 688); //define origin or location of your boat/script_model | ||
org2 = (29, -897.1, 683); | org2 = (29, -897.1, 683); //define origin or location of your boat/script_model | ||
timer = 1; | timer = 1; //bobbing speed - higher number = slower bobbing | ||
for(;;) | |||
{ | { | ||
obj1 moveto (org1 + (0,0,2), timer, timer*0.5, timer*0.5); // 2 is | obj1 moveto (org1 + (0,0,2), timer, timer * 0.5, timer * 0.5); // 2 is num. of units to go over Orig. | ||
obj2 moveto (org2 + (0,0,-1), timer, timer*0.5, timer*0.5); | obj2 moveto (org2 + (0,0,-1), timer, timer * 0.5, timer * 0.5); | ||
wait | wait timer; | ||
obj1 moveto (org1 + (0,0,-2), timer, timer*0.5, timer*0.5); // 2 is | obj1 moveto (org1 + (0,0,-2), timer, timer * 0.5, timer * 0.5); // 2 is num. of units to go over Orig. | ||
obj2 moveto (org2 + (0,0,1), timer, timer*0.5, timer*0.5); | obj2 moveto (org2 + (0,0,1), timer, timer * 0.5, timer * 0.5); | ||
wait | wait timer; | ||
} | } | ||
} | } | ||
</pre> | </pre> | ||
<font color="red">'''NOTE: For CODWAW the (0,0,2) can be highered to (0,0,5) for effect to show'''</font> | |||
In your main mp GSC, after ''maps\mp\_load::main();'' add this line: | In your main mp GSC, after ''maps\mp\_load::main();'' add this line: |
Latest revision as of 19:48, 24 October 2016
This tutorial shows how to create 'bobbing' models in water to give a floating movement impression. I got the script from a COD2 tutorials by BR3NT.
2 models are animated in this example:
com_bottle4 me_plastic_crate1
In Radiant
Place the 2 models how we want them with their top surface slightly (2/3 units) over the water patch.
Select the first model, right clic in the 2D window and select Script then Script_model
Then witht the first model still selected press 'n' to bring up the entity window and enter the following key/values:
targetname bobbing_obj
Do the same steps for the second model using those:
targetname bobbing_obj2
The result should be:
and
In Script
- Create a new file under /raw/maps/mp/ called _bobbing_obj.gsc and insert the following:
main() { thread bobbing_think(); } bobbing_think() { obj1 = getent("bobbing_obj","targetname"); //get the script_model entity obj2 = getent("bobbing_obj2","targetname"); //get the other script_model entity wait randomfloat(1.5); //generate a random number of seconds between bobs org1 = (-83, -895, 688); //define origin or location of your boat/script_model org2 = (29, -897.1, 683); //define origin or location of your boat/script_model timer = 1; //bobbing speed - higher number = slower bobbing for(;;) { obj1 moveto (org1 + (0,0,2), timer, timer * 0.5, timer * 0.5); // 2 is num. of units to go over Orig. obj2 moveto (org2 + (0,0,-1), timer, timer * 0.5, timer * 0.5); wait timer; obj1 moveto (org1 + (0,0,-2), timer, timer * 0.5, timer * 0.5); // 2 is num. of units to go over Orig. obj2 moveto (org2 + (0,0,1), timer, timer * 0.5, timer * 0.5); wait timer; } }
NOTE: For CODWAW the (0,0,2) can be highered to (0,0,5) for effect to show
In your main mp GSC, after maps\mp\_load::main(); add this line:
maps\mp\_bobbing_obj::main();
Now, add this to your Zone File:
rawfile,maps/mp/_bobbing_obj.gsc
Compile and test!
--Zeroy. 14:18, 16 October 2008 (UTC)