Call of Duty 5: Flak 88: Difference between revisions
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{{ | {{note|Allow mappers and modder to include Flak 88 on their maps/mods}} | ||
= Visual Examples = | = Visual Examples = | ||
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<br><br><br> | <br><br><br> | ||
''By Zweimann'' | ''By Zweimann'' | ||
[[Category:Multiplayer]] | |||
[[Category:Basic Editing]] | |||
[[Category:Mapping]] | |||
[[Category:Vehicles]] | |||
[[Category:Call of Duty 5]] |
Latest revision as of 21:41, 20 March 2011
Visual Examples
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Download Files
Download all files HERE and copy them onto your raw directory, following this structure:
Xmodel (Original from Call of Duty World at War, modified):
raw/xmodel/zweimann_flak88_turret_mp raw/xmodelparts/zweimann_flak88_turret_mp0 raw/xmodelparts/zweimann_flak88_turret_mp1 raw/xmodelsurfs/zweimann_flak88_turret_mp0 raw/xmodelsurfs/zweimann_flak88_turret_mp1
Custom Turret Weapon file:
raw/weapons/mp/zweimann_flak88_turret_mp
Custom Shellshock:
raw/shock/zweimann_flak88.shock
Sounds (Original from Call of Duty 2, modified):
* If you have not a customsound folder, create it raw/sound/customsound/flak88fire raw/sound/customsound/flak88reload raw/sound/customsound/flak88spin raw/soundaliases/flak88sound.csv
Script:
raw/maps/mp/_zweimann_flak88_turret_mp.gsc
Scripting
Adding Dynamic Barricades Files to your zone_source/<yourmapname>.csv file Open your zone source file and add these lines:
// Zweimann Flak88 Turret
fx,weapon/artillery/fx_artillery_pak43_muz
fx,explosions/fx_explosion_charge_large
fx,env/smoke/fx_smk_window_lg_smldr_lf
// Shock, needed
rawfile,shock/zweimann_flak88.shock
// Materials
material,mtl_flak88_body_d
material,compass_objpoint_flak
// Custom Turret
weapon,mp/zweimann_flak88_turret_mp
// Xmodels
xmodel,zweimann_flak88_turret_mp
xmodel,artillery_ger_flak88_d
// Sound
sound,customsound/flak88fire,,all_mp
sound,customsound/flak88reload,,all_mp
sound,customsound/flak88spin,,all_mp
sound,flak88sound,,all_mp
// Script
rawfile,maps/mp/_zweimann_flak88_turret_mp.gsc
Mapping
- Open your map and add your MISC > Turret wherever you want.
- Add these three keys and values:
model: zweimann_flak88_turret_mp weaponinfo: zweimann_flak88_turret_mp targetname: zweimann_flak88_turret_mp
More Scripts
- Open your raw/maps/mp/<yournmapname>.gsc and before the closing "}", add these lines:
level.zsbsfx = loadfx("temp_effects/fx_tmp_bullet_impact_dirt_generic");
level.flakExp = loadfx("explosions/fx_explosion_charge_large");
level.flakSmk = loadfx("env/smoke/fx_smk_window_lg_smldr_lf");
precachemodel("artillery_ger_flak88_d");
precacheshellshock("zweimann_flak88");
precacheitem("zweimann_flak88_turret_mp");
maps\mp\_zweimann_flak88_turret_mp::init();
As on this example:
main()
{
maps\mp\_load::main();
setExpFog(300, 1400, 0.9, 0.9, 0.7, 0.0);
level.zsbsfx = loadfx("temp_effects/fx_tmp_bullet_impact_dirt_generic");
level.flakExp = loadfx("explosions/fx_explosion_charge_large");
level.flakSmk = loadfx("env/smoke/fx_smk_window_lg_smldr_lf");
precachemodel("artillery_ger_flak88_d");
precacheshellshock("zweimann_flak88");
precacheitem("zweimann_flak88_turret_mp");
maps\mp\_zweimann_flak88_turret_mp::init();
}
Compile and enjoy
- IMPORTANT: Add the weapon file to your .iwd file or you'll get a G_SPAWNTURRET error.
It's been a little hard to do this, but I think it gives a new dimension to some maps.
Currently there are two thins I would like to enhance:
1. When on ERM it does not happen, but with other mods or with no mod, the player suffers a shock for 1 and a half seconds when it gets into the turret. Why? I force a customized shellshock on the turret to cause slower pitch and yaw movement.
2. Animations. Seems that Cod Engine does not thread animations on turrets, so there is no recoil animation. I would have to script every part of the xmodel to do this. I think it does not worth a minute. The result is fantastic right now.
How did I do this?
1. Exported the artillery_ger_flak88 model using XME.
2. Deleted all useless tags (it was made for Single Player)
3. Added needed tags to become a turret:
- bi_base - bi_l - bi_r - tag_aim - tag_player - tag_weapon - tag_flash - tag_butt - tag_pivot
4. Had to make a few tricks to make it work
5. Exported to Xmodel using the CoD:WaW model exporter plugin for Maya
By Zweimann