Call of Duty 5: Explodable Crates: Difference between revisions

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





Revision as of 12:05, 22 October 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

  • The Explodable Item assets. Get it HERE
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 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