Call of Duty 5: Minefields: Difference between revisions
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[[Image:Nutshell.png]] This tutorial will explain how to create/add Minefields to your maps. | [[Image:Nutshell.png]] This tutorial will explain how to create/add Minefields to your maps. | ||
=Simple Minefield= | |||
==In Radiant== | ==In Radiant== | ||
Line 42: | Line 43: | ||
You're done! | You're done! | ||
=Alternate Idea= | |||
This great idea comes from ''HyBr!d'' and it is to replace the actual mine by a Sniper shoot at the player when he walk in the Trigger. Sound are replace:<br> | |||
*Bullets whizzing by instead of the 'click' | |||
*Sniper rifle shot as the explosion sound | |||
<br> | |||
'''The GSC Code for it:''' | |||
<pre> | |||
waterfields() | |||
{ | |||
waterfields = getentarray("waterfield", "targetname"); | |||
if (waterfields.size > 0) | |||
{ | |||
level._effect["water_explosion"] = loadfx ("impacts/fx_water_hit_tracer_nite.efx"); | |||
} | |||
for(i = 0; i < waterfields.size; i++) | |||
{ | |||
waterfields[i] thread waterfield_think(); | |||
} | |||
} | |||
waterfield_think() | |||
{ | |||
while (1) | |||
{ | |||
self waittill ("trigger",other); | |||
if(isPlayer(other)) | |||
other thread waterfield_kill(self); | |||
} | |||
} | |||
waterfield_kill(trigger) | |||
{ | |||
if(isDefined(self.waterfield)) | |||
return; | |||
self.waterfield = true; | |||
self playsound ("shot_flyby"); | |||
wait(.5); | |||
wait(randomFloat(.5)); | |||
if(isdefined(self) && self istouching(trigger)) | |||
{ | |||
origin = self getorigin(); | |||
range = 50; | |||
maxdamage = 2000; | |||
mindamage = 50; | |||
self playsound("waterfield_shot"); | |||
playfx("water_explosion", origin); | |||
radiusDamage(origin, range, maxdamage, mindamage); | |||
} | |||
self.waterfield = undefined; | |||
} | |||
</pre> | |||
[[Image:Information.png]] This code must be paste into the Stock file /raw/maps/mp/_minefields.gsc (Backup first!) and of course you must add this line to your Zone file: | |||
rawfile,maps/mp/_minefields.gsc | |||
*Soundalias to go with the new code: | |||
<pre> | |||
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 | |||
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, | |||
# _waterfield SFX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, | |||
shot_flyby,,SFX/salerno/mrk_whyzby4b_h.wav,!wii,1,1,1,1,1,175,1500,,,,,ambience,,3d,,,,,mp_salerno,curve3,,,,,,curve3,,,0.7,,,,,,,,,0.4,20,60,0.25,1 | |||
waterfield_shot,,SFX/Weapon/Rifle//snpr_ring/snpr_mauser/snpr_mauser_02.wav,!wii,1,1,1,1,1,300,1500,,,,,ambience,,,,,,,mp_salerno,curve3,,,,,,curve3,,,0.7,,,,,,,,,0.4,20,60,0.25,1 | |||
</pre> | |||
*Again you must add a line the Zone File to add this soundalias (called waterfields.csv in this example): | |||
sound,waterfields,mp_yourmap,all_mp | |||
'''Thanks to HyBr!d''' | |||
--[[User:Zeroy|Zeroy.]] 10:56, 24 April 2009 (UTC) | |||
[[Category:Call of Duty 5]] | [[Category:Call of Duty 5]] |
Revision as of 13:56, 24 April 2009
This tutorial will explain how to create/add Minefields to your maps.
Simple Minefield
In Radiant
- Choose the Trigger texture,
- Drag it where you want a minefield..
- Rightclick > Trigger > Multiple
- Bring up console (press N)
Give it these values:
Key: targetname Value: minefield
GSC Scripts
Make sure the following is present in your maps/mp/mp_mapname.gsc
maps\mp\_load::main();
SoundAlias
- The two sound used by the stock script are missing from Soundaliases files and even the WAV files are missing, get them here:
DOWNLOAD MISSING MINEFIELD ASSETS
- In this Archive you will find the Soundalias required, distance and volume can be adjusted before compile to your liking;
- Simply unpack the archive in your CODWaW Root folder to add the missing assets;
Zone Source
Add the following to your zone_source/mp_mapname.csv before compiling:
fx,explosions/grenadeExp_dirt sound,mines,mp_yourmap,all_mp
You're done!
Alternate Idea
This great idea comes from HyBr!d and it is to replace the actual mine by a Sniper shoot at the player when he walk in the Trigger. Sound are replace:
- Bullets whizzing by instead of the 'click'
- Sniper rifle shot as the explosion sound
The GSC Code for it:
waterfields() { waterfields = getentarray("waterfield", "targetname"); if (waterfields.size > 0) { level._effect["water_explosion"] = loadfx ("impacts/fx_water_hit_tracer_nite.efx"); } for(i = 0; i < waterfields.size; i++) { waterfields[i] thread waterfield_think(); } } waterfield_think() { while (1) { self waittill ("trigger",other); if(isPlayer(other)) other thread waterfield_kill(self); } } waterfield_kill(trigger) { if(isDefined(self.waterfield)) return; self.waterfield = true; self playsound ("shot_flyby"); wait(.5); wait(randomFloat(.5)); if(isdefined(self) && self istouching(trigger)) { origin = self getorigin(); range = 50; maxdamage = 2000; mindamage = 50; self playsound("waterfield_shot"); playfx("water_explosion", origin); radiusDamage(origin, range, maxdamage, mindamage); } self.waterfield = undefined; }
This code must be paste into the Stock file /raw/maps/mp/_minefields.gsc (Backup first!) and of course you must add this line to your Zone file:
rawfile,maps/mp/_minefields.gsc
- Soundalias to go with the new code:
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 ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, # _waterfield SFX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, shot_flyby,,SFX/salerno/mrk_whyzby4b_h.wav,!wii,1,1,1,1,1,175,1500,,,,,ambience,,3d,,,,,mp_salerno,curve3,,,,,,curve3,,,0.7,,,,,,,,,0.4,20,60,0.25,1 waterfield_shot,,SFX/Weapon/Rifle//snpr_ring/snpr_mauser/snpr_mauser_02.wav,!wii,1,1,1,1,1,300,1500,,,,,ambience,,,,,,,mp_salerno,curve3,,,,,,curve3,,,0.7,,,,,,,,,0.4,20,60,0.25,1
- Again you must add a line the Zone File to add this soundalias (called waterfields.csv in this example):
sound,waterfields,mp_yourmap,all_mp
Thanks to HyBr!d --Zeroy. 10:56, 24 April 2009 (UTC)