Call of Duty 5: Explodable Crates: Difference between revisions

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==What's Needed==
==What's Needed==
*The Explodable Item assets. [http://www.filefront.com/17415788/explodable_items_mp.zip]
*The Explodable Item assets. [http://wiki.modsrepository.com/codww_files/codww_explodable_items_mp.zip Download HERE]
  Extract this file to your \Call of Duty - World at War folder.
  Extract this file to your \Call of Duty - World at War folder.


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The assets contain an explodable_items_mp.map file & 2 collision map files.
The assets contain an explodable_items_mp.map file & 2 collision map files.


==Adding The Assets To Your Map==
==Adding The Models To Your Map==
*In Radiant
*In Radiant
Open the explodable_items_mp.map file.
Open the explodable_items_mp.map file.
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[[Image:Radiant1.png]]
[[Image:Radiant1.png]]


Select the model you'd like to place & set it's angle, Press N to bring up the Entity dialogue. Set it's angle at the bottom or type in the angle.
*Now for the models:
 
Select the model you'd like to place & position it above where you'd like it to be.
 
Set it's angle if required, Press N to bring up the Entity dialogue. Set it's angle at the bottom or type in the angle.


EXAMPLE
EXAMPLE
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Just copy & paste the following to the corresponding files.
Just copy & paste the following to the corresponding files.


*AMMO CRATE
*'''[[AMMO CRATE]]'''


ZONE FILE
ZONE FILE
  xmodel,global_flammable_crate_jap_piece01_d
  xmodel,global_flammable_crate_jap_piece01_d
  fx,destructibles/fx_ammobox_ignite
  fx,destructibles/fx_ammobox_ignite
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  fx,destructibles/fx_ammoboxExp
  fx,destructibles/fx_ammoboxExp


SOUNDALIAS FILE  
SOUNDALIAS FILE
 
  Explo_ammocrate,,SFX/Destruction/ammocrate_##,wii,0.8,1,0.9,1.05,500,5000,10000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,,,50,95,0.25,1
  Explo_ammocrate,,SFX/Destruction/ammocrate_##,wii,0.8,1,0.9,1.05,500,5000,10000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,,,50,95,0.25,1
  Ignition_ammocrate,,SFX/Destruction/exp/flare_##,!wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,,,50,95,0.25,1
  Ignition_ammocrate,,SFX/Destruction/exp/flare_##,!wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,,,50,95,0.25,1
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Incase your Soundalias file is differently headered these are the columns corresponding to the above data.
Incase your Soundalias file is differently headered these are the columns corresponding to the above data.


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
<syntaxhighlight>
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
</syntaxhighlight>


*BARREL
*'''[[BARREL]]'''


ZONE FILE
ZONE FILE
xmodel,exploding_barrel_test
 
xmodel,exploding_barrel_test_d
<syntaxhighlight>
fx,destructibles/fx_barrelexp_mp
xmodel,exploding_barrel_test
fx,destructibles/fx_barrel_ignite
xmodel,exploding_barrel_test_d
fx,destructibles/fx_barrel_fire_top
fx,destructibles/fx_barrelexp_mp
fx,destructibles/fx_barrel_ignite
fx,destructibles/fx_barrel_fire_top
</syntaxhighlight>


You don't need to call a script.
You don't need to call a script.
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If you've used Ammo Crates make sure you include the reference to the null.wav file in your Soundalias file or you'll get warnings in game in console.
If you've used Ammo Crates make sure you include the reference to the null.wav file in your Soundalias file or you'll get warnings in game in console.


Compile the fastfiles & you should be right to go.
Compile the map & fastfiles and you should be right to go.




by ''Gerry''
by ''Gerry''
[[Category:Call of Duty 5]]
[[Category:Modtools]]
[[Category:Radiant]]
[[Category:Advanced Editing]]

Latest revision as of 15:13, 16 December 2010

This tutorial will explain How To Add Explodable Ammo Crates To Your Map

It will also give you an alternate method for adding Explodable Barrels to your map.

What's Needed

Extract this file to your \Call of Duty - World at War folder.

Contents

The assets contain an explodable_items_mp.map file & 2 collision map files.

Adding The Models To Your Map

  • In Radiant

Open the explodable_items_mp.map file.

The Ammo Crate & Barrel are pre filled so just copy & paste what you need into your map.

  • In case you're not familiar with radiant, an easy way to place a model is by using the toolbar.

1st on the toolbar click "Force drop height to 0" so it's on.

  • Now for the models:

Select the model you'd like to place & position it above where you'd like it to be.

Set it's angle if required, Press N to bring up the Entity dialogue. Set it's angle at the bottom or type in the angle.

EXAMPLE

Key - angles
Value - 0 30 0

Click "Drop selected entities to the floor".

Do this for all your explodable script models.

Setting Up The Files

We now need to add the required fields to our Zone & Soundalias files depending on what you've added.

Just copy & paste the following to the corresponding files.

ZONE FILE

xmodel,global_flammable_crate_jap_piece01_d
fx,destructibles/fx_ammobox_ignite
fx,destructibles/fx_ammobox_fire_top
fx,destructibles/fx_ammoboxExp

SOUNDALIAS FILE

Explo_ammocrate,,SFX/Destruction/ammocrate_##,wii,0.8,1,0.9,1.05,500,5000,10000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,,,50,95,0.25,1
Ignition_ammocrate,,SFX/Destruction/exp/flare_##,!wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,,,50,95,0.25,1
exp_ammo,,null.wav

Incase your Soundalias file is differently headered these are the columns corresponding to the above data.

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

ZONE FILE

xmodel,exploding_barrel_test
xmodel,exploding_barrel_test_d
fx,destructibles/fx_barrelexp_mp
fx,destructibles/fx_barrel_ignite
fx,destructibles/fx_barrel_fire_top

You don't need to call a script.

If you've used Ammo Crates make sure you include the reference to the null.wav file in your Soundalias file or you'll get warnings in game in console.

Compile the map & fastfiles and you should be right to go.


by Gerry