Call of Duty 5: Breakable Windows: Difference between revisions
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(New page: {{warning_forpro}} Image:Nutshell.png Tutorial by ''Badman'' adapted from COD4 for CODWAW; This is to show you how to add destructible Windows in your levels; =The Script= * Create a...) |
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Revision as of 15:07, 24 February 2009
This tutorial assumes that you already know how to create, compile & create GSCs,CSVs & FastFiles for your maps
Tutorial by Badman adapted from COD4 for CODWAW; This is to show you how to add destructible Windows in your levels;
The Script
- Create a new file called _breakable_windows.gsc in:
C:\Program Files\Activision\Call of Duty - World at War\raw\maps\mp\
- In the file copy paste this code:
// ************************************************************************************************************* // Destructible Window Script Version 1.1 by BadMan // Latest Update: Sunday, 30th November 2008 // ************************************************************************************************************* // ************************************************************************************************************* // Original Version 1.1 by -=FD=- // Latest Update: Friday, 22nd February 2008 // ************************************************************************************************************* // // This Script allows the use of breakable windows after a certain damage it will breaks // This Tutorial tries to remain as simple as possible. // The Tutorial contains one “broken” - status for the window (as e.g. with the cars!) // In order to change the value of the damage, which the window can sustain, you must adjust the value with ' targetdamage' value. // Credits: Tally, which helped me with the starting of the Script. // Credits: noobCODmapper and Ghost Death for the Script on modsonline.com, which inspired me for this. // Credits: IW for this great Game and the release of the tools! main() { windfx = loadfx ("maps/sniper/fx_glass_break"); windtrigs = getentarray("window1","targetname"); for(i=0;i<windtrigs.size;i++) { windtrigs[i] thread dowindow(windfx); } } dowindow(windfx) { targetdamage=80; totaldamage=0; WindowShattered=false; WindowShatteredtwo=false; WindowBroken=false; self enablegrenadetouchdamage(); NormalState = getent(self.target,"targetname"); ShatteredState = getent(NormalState.target,"targetname"); ShatteredState hide(); ShatteredStatetwo = getent(shatteredState.target,"targetname"); ShatteredStatetwo hide(); BrokenState = getent(shatteredStatetwo.target,"targetname"); BrokenState hide(); while(!windowbroken) { self waittill ("damage", amount,attacker, direction_vec, point, type); totaldamage+=amount; if(totaldamage>targetdamage || getdamagetype(type)=="melee") { WindowBroken=true; } if(!WindowShattered) { NormalState delete(); ShatteredState show(); WindowShattered=true; } else if(!WindowShatteredtwo) { ShatteredState delete(); ShatteredStatetwo show(); WindowShatteredtwo=true; } } BrokenState show(); self playsound("glass_pane_break"); PlayFX(windfx, BrokenState.origin ); ShatteredState delete(); ShatteredStatetwo delete(); self delete(); } getDamageType(type) { if(!isdefined(type)){return "unknown";} type = tolower(type); switch(type) { case "mod_melee": case "mod_crush": case "melee": return "melee"; default: return "other"; } }
Map GSC/Zone File
- Open your main Map gsc file and add the following right after maps\mp\_load::main();
maps\mp\_breakable_windows::main();
- Update Zone File by adding the following lines:
rawfile,maps/mp/_breakable_windows.gsc fx,maps/sniper/fx_glass_break
In Radiant
- The Tutorial assumes you have the map/Building done and have an opening to place the Window Models
- XModels in use are:
breakable_window2_pristine breakable_window2_brkn1 breakable_window2_brkn2 breakable_window2_brkn3
- Add the first Model (breakable_window2_pristine) into the map by right-clicking on 2D window > Misc > Model;
- With the model still selected right-click in the 2D window > script > model
- Now you can adapt the building/wall opening to the window and/or the window to the opening on the building/wall
The Window opening size is 64Units in Height and 56Units in Width
- Now for the trigger, using the Trigger Texture Tool cover the window model
- With the trigger selected right-click in the 2D window > Trigger > Damage
- You now need to add a targetname value for the Trigger, with the Trigger selected press N and add the key/values
Key : targetname Value : window1
- Now we must add the broken models for the different states of the damaged window; An easy way to do this is to place the Radiant Grid on 32Units so that you can easily move the models back to their origin, otherwise it gets confusing;
- Select the First Window model you add and press space to copy it 3 more Times, Each time move the new model so that you can see clearly;
- Now change the model and add targetname like this:
model = breakable_window2_pristine model = breakable_window2_brkn1 model = breakable_window2_brkn2 model = breakable_window2_brkn3
- Now to connect all this!
- Select the Trigger created then the first Window model and press W to connect them
- Deselect all then select the First window model then the second window model and again hit W
- Deselect all then select the second window model then the third one and again hit W
- Finally deselect all and select the third then fourth model and Hit W
- It should look like this:
- Now place back each model on top of the first Window
- Dont forget to clip the main window so no-one can go through
Note that you can use less model if you like;
- Compile and test!
files
- You can download the script and prefab used for this tutorial HERE
Sources: Opferlamm-Clan Board