Call of Duty 5: Players Model: Difference between revisions
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'''Just as in COD4, with the SAS vs Spatsnez team problem, there is a problem with the default _teams.gsc file - it assumes that a custom map is listed in mapsTable.csv, and will default you to using Marines (Americans) and Japanese.'' | |||
You can download a "fixed" _teams.gsc file here: | <br><br> | ||
You can download a "fixed" _teams.gsc file here:<br> | |||
[[Image:Data.png]] [http://tallys-world.com/downloads/fixed_teams.zip Tally's Fixed Teams - 7.80kb] | [[Image:Data.png]] [http://tallys-world.com/downloads/fixed_teams.zip Tally's Fixed Teams - 7.80kb] |
Revision as of 20:32, 23 February 2009
This article is to help you select the Player Models for your maps.
Player Model Teams
Like any other Call Of Duty Game, COD:WW uses the usual team split:
- Allies
- Axis
In Allies you have:
US Marines Russian Red Army
In Axis you have:
Japanese Imperial Army German Wehrmacht
'Just as in COD4, with the SAS vs Spatsnez team problem, there is a problem with the default _teams.gsc file - it assumes that a custom map is listed in mapsTable.csv, and will default you to using Marines (Americans) and Japanese.
You can download a "fixed" _teams.gsc file here:
To use this file:
You must create a IWD archive containing the new _teams.gsc and place in a mod folder;
This is only in the case that the Mod in use DOES NOT have the fixed _teams.gsc already!!
Extreme/ACE/AWE already have it so Skip this steps if you are using that;
>
This is not for Mappers!! Mappers SHOULD NOT include the fixed file in their map release!
Player Model Classes
Again, as in COD4:MW, COD:WW is re-using the class system:
- Rifleman
- Light Gunner
- Heavy Gunner
- Close Assault
- Sniper
For the modders, here are the Script Classes for each:
- Rifleman > ASSAULT
- Light Gunner > SPECOPS
- Heavy Gunner > SUPPORT
- Close Assault > RECON
- Sniper > SNIPER
MAP GSC Syntax
There are 4 combiantion possible for your MP Levels in regards to Player Models:
- US Marines vs.Japanese Imperial Army
game["allies"] = "marines"; game["axis"] = "japanese"; game["attackers"] = "allies"; game["defenders"] = "axis"; game["allies_soldiertype"] = "pacific"; game["axis_soldiertype"] = "pacific";
- Russian Red Army vs. German Wehrmacht
game["allies"] = "russian"; game["axis"] = "german"; game["attackers"] = "axis"; game["defenders"] = "allies"; game["allies_soldiertype"] = "german"; game["axis_soldiertype"] = "german";
- US Marines vs. German Wehrmacht
game["allies"] = "marines"; game["axis"] = "german"; game["attackers"] = "axis"; game["defenders"] = "allies"; game["allies_soldiertype"] = "pacific"; game["axis_soldiertype"] = "german";
- Russian Red Army vs. Japanese Imperial Army
game["allies"] = "russian"; game["axis"] = "japanese"; game["attackers"] = "allies"; game["defenders"] = "axis"; game["allies_soldiertype"] = "german"; game["axis_soldiertype"] = "pacific";
Note that the last 2 examples aren't historically correct in terms of the Uniforms or Events.
In your Map GSC simply place the relevant section from your choice.
Compiling Player Model Factions/SoldierTypes
To get the right models compiled into your map, just as in COD4, you use an #include, and reference a relevant .CSV file for that faction:
include,mptypes_german
This is for both German (Wehrmacht) and Russians, as the Russians are actually classed as a "german" soldiertype
include,mptypes_pacific
This is for both the Marines (American) and Imperial Army (Japanese)
Place these includes in your map's zone .CSV file, just as you did for COD4
Treyarch didnt't include the mptypes CSV files with the RAW dump, so I created them for you to download:
Player Models Pictures
The order is always as follow:
Rifleman Light Gunner Heavy Gunner Close Assault Sniper
US Marines
Japanese Imperial Army
Russian Red Army
German Wehrmacht
--Zeroy. 20:37, 10 November 2008 (UTC)