Call of Duty 4: Bobbing Models: Difference between revisions
(Fixed some stuff and a crash in the code.) |
No edit summary |
||
(4 intermediate revisions by 2 users not shown) | |||
Line 5: | Line 5: | ||
[[Category:Scripting]] | [[Category:Scripting]] | ||
{{warning_forpro}} | {{warning_forpro}} | ||
[[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'' | [[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> | |||
2 models are animated in this example: | '''<font color="blue">2 models are animated in this example:'''</font> | ||
com_bottle4 | com_bottle4 | ||
Line 62: | Line 63: | ||
obj2 = getent("bobbing_obj2","targetname"); //get the other script_model entity | 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); //define origin or location of your boat/script_model | org1 = (-83, -895, 688); //define origin or location of your boat/script_model | ||
Line 68: | Line 69: | ||
timer = 1; //bobbing speed - higher number = slower bobbing | 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. | 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 num. of units to go over Orig. | 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: | ||
maps\mp\_bobbing_obj::main(); | |||
Now, add this to your Zone File: | Now, add this to your Zone File: | ||
rawfile,maps/mp/_bobbing_obj.gsc | |||
Compile and test! | Compile and test! |
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)