Call of Duty 5: Flak 88: Difference between revisions

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Currently there are two thins I would like to enhance:
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.
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.<br>
 
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.
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.
<br>
<br>
'''How did I do this?'''<br>
'''How did I do this?'''<br>


1. Exported the artillery_ger_flak88 model using XME.
1. Exported the artillery_ger_flak88 model using XME.<br>
2. Deleted all useless tags (it was made for Single Player)
2. Deleted all useless tags (it was made for Single Player)<br>
3. Added needed tags to become a turret:
3. Added needed tags to become a turret:<br>
 
<pre>
- bi_base
- bi_base
- bi_l
- bi_l
Line 162: Line 161:
- tag_butt
- tag_butt
- tag_pivot
- tag_pivot
 
</pre>
4. Had to make a few tricks to make it work
4. Had to make a few tricks to make it work<br>
5. Exported to Xmodel using the CoD:WaW model exporter plugin for Maya
5. Exported to Xmodel using the CoD:WaW model exporter plugin for Maya<br>
[[File:flak88tutorial3.jpg]]
<br><br><br>
<br><br><br>
''By Zweimann''
''By Zweimann''

Revision as of 21:38, 20 March 2011

Allow mappers and modder to include Flak 88 on their maps/mods

Visual Examples

<videoflash>DMoVgShf0PU</videoflash>

<videoflash>d-uF0t-bNDo</videoflash>


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 whereever you want.
  • Add these three keys and values:
model: zweimann_flak88_turret_mp
weaponinfo: zweimann_flak88_turret_mp
targetname: zweimann_flak88_turret_mp
No need to add destroyed model nor clipping, script does it itself.

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