Call of Duty 5: Vehicles in MP: Difference between revisions

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*Simply unzip in your Call Of Duty 5 Installation folder;<br><br>
*Simply unzip in your Call Of Duty 5 Installation folder;<br><br>


<font color="red" size="4">[[Image:Warning.png]] All files contained in the pack are custom or stock but a few stock files are modded </font><font color="yellow" size="4">/maps/mp/_vehicles.gsc <font color="red" size="4">and</font> <font color="yellow" size="4">/soundaliases/vehicles.csv</font> <font color="red" size="4">so make sure to backup those files!</font></font><br><br>
<font color="red" size="3">[[Image:Warning.png]] All files contained in the pack are custom or stock but a few stock files are modded </font><font color="yellow" size="4">/maps/mp/_vehicles.gsc <font color="red" size="3">and</font> <font color="blue" size="3">/soundaliases/vehicles.csv</font> <font color="red" size="3">so make sure to backup those files!</font></font><br><br>


=== In Radiant ===
=== In Radiant ===

Revision as of 15:05, 16 December 2010

This tutorial will explain how to add Tanks to your Multiplayer levels.

From Stock (non-custom)

The Stock Tanks are as follow:

Panzer IV: Armored MG
T34      : Armored MG

They all have fully working FXs, Sounds, Damage, HUD stuff;

Pre-requisite

In Radiant

  • Open your map in Radiant and place the Tank prefabs by right-clicking on the 2D view > misc > prefab



  • Browse to ..\Call of Duty - World at War\map_source\_prefabs\MP\ and pick the desired prefab
  • Place in map and drop to ground using the drop to ground tool as shown below:



  • Add more tank prefabs if desired
  • Save your map and exit radiant


Check Map GSC file

  • Check that your main Map GSC contains the line maps\mp\_load::main(); as shown in the example map in pack:
main()
{
	maps\mp\_load::main();

	game["allies"] = "marines";
	game["axis"] = "japanese";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["allies_soldiertype"] = "pacific";
	game["axis_soldiertype"] = "pacific";

}

Create Clientscript File

  • You now need to create a new file similar to your Map GSC
  • Assuming your Map GSC in \raw\maps\mp\ is like this:
main()
{
	maps\mp\_load::main();
	
	game["allies"] = "marines";
	game["axis"] = "japanese";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["allies_soldiertype"] = "pacific";
	game["axis_soldiertype"] = "pacific";

}

Then create a new file mp_yourmap.csc under \raw\clientscripts\mp\ with the following in:

#include clientscripts\mp\_utility;

main()
{
	// If the team nationalites change in this level's gsc file,
	// you must update the team nationality here!
	level.allies_team = "marines";
	level.axis_team   = "japanese";

	// For tanks Eexhaust and treads
	clientscripts\mp\_panzeriv::main( "vehicle_ger_tracked_panzer4_mp" );
	clientscripts\mp\_t34::main( "vehicle_rus_tracked_t34_mp" );

	// _load!
	clientscripts\mp\_load::main();

	//clientscripts\mp\mp_yourmap_fx::main();

	thread clientscripts\mp\_fx::fx_init(0);
	thread clientscripts\mp\_audio::audio_init(0);

	//thread clientscripts\mp\mp_yourmap_amb::main();

	// This needs to be called after all systems have been registered.
	thread waitforclient(0);

	println("*** Client : mp_test_tanks running...");
}

You will notice that in the example above the two Tanks type are called:

clientscripts\mp\_panzeriv::main( "vehicle_ger_tracked_panzer4_mp" );
clientscripts\mp\_t34::main( "vehicle_rus_tracked_t34_mp" );
  • If you were only using the Panzer IV then the file would only have those lines:
clientscripts\mp\_panzeriv::main( "vehicle_ger_tracked_panzer4_mp" );
//clientscripts\mp\_t34::main( "vehicle_rus_tracked_t34_mp" );

Update the Zone file

  • Open your Map Zone File (in ..\Call of Duty - World at War\zone_source\) and add the following lines:
include,vehicles_drivable_mp
rawfile,clientscripts/mp/mp_yourmap.csc
sound,vehicles,veh_mp,all_mp

Make sure to comment out or remove the line impactfx,mp_test_tanks or the map will not start!!

  • Example Zone file:
col_map_mp,maps/mp/mp_test1234.d3dbsp
rawfile,maps/mp/mp_test1234.gsc
//impactfx,mp_test1234
sound,common,mp_test1234,!all_mp
sound,generic,mp_test1234,!all_mp
sound,voiceovers,mp_test1234,!all_mp
sound,multiplayer,mp_test1234,!all_mp
character,char_usa_raider_player_rifle
character,char_usa_raider_player_cqb
character,char_usa_raider_player_assault
character,char_usa_raider_player_lmg
character,char_usa_raider_player_smg
character,char_jap_impinf_player_smg
character,char_jap_impinf_player_rifle
character,char_jap_impinf_player_lmg
character,char_jap_impinf_player_cqb
character,char_jap_impinf_player_assault

include,vehicles_drivable_mp
rawfile,clientscripts/mp/mp_yourmap.csc
sound,vehicles,veh_mp,all_mp
  • Save and close
  • Using Launcher compile your map and test!

Problems?

  • If you previsously had the _vehicles.gsc modded belwo then you might get a script error, if this happens simply open up you original 1.0 ModTools Archive and restore the file /maps/mp/_vehicles.gsc.
  • Getting a message "Exceeded 400Fxs assets"? Make sure to comment out or remove the line impactfx,mp_yourmap from your Zone File to fix;



Custom Tanks addition

The tanks contained in the pack below (second download) are as follow:

Panzer IV: Armored MG, Unarmored MG - Armored Flamethrower, Unarmored Flamethrower
T34      : Armored MG, Unarmored MG - Armored Flamethrower, Unarmored Flamethrower

They all have fully working FXs, Sounds, Damage, HUD stuff;

Pre-requisite


  • The latter contains soundaliases/sound/vehicle/destructibledef/destructiblepieces/gsc/clientscripts/physic and map example;
  • Simply unzip in your Call Of Duty 5 Installation folder;

All files contained in the pack are custom or stock but a few stock files are modded /maps/mp/_vehicles.gsc and /soundaliases/vehicles.csv so make sure to backup those files!

In Radiant

  • Open your map in Radiant and place the Tank prefabs by right-clicking on the 2D view > misc > prefab



  • Browse to ..\Call of Duty - World at War\map_source\_prefabs\MP\ and pick the desired prefab
  • Place in map and drop to ground using the drop to ground tool as shown below:



  • Add more tank prefabs if desired
  • Save your map and exit radiant


Check Map GSC file

  • Check that your main Map GSC contains the line maps\mp\_load::main(); as shown in the example map in pack:
main()
{
	maps\mp\_load::main();

	game["allies"] = "marines";
	game["axis"] = "japanese";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["allies_soldiertype"] = "pacific";
	game["axis_soldiertype"] = "pacific";

}

Create Clientscript File

  • You now need to create a new file similar to your Map GSC
  • Assuming your Map GSC in \raw\maps\mp\ is like this:
main()
{
	maps\mp\_load::main();
	
	game["allies"] = "marines";
	game["axis"] = "japanese";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["allies_soldiertype"] = "pacific";
	game["axis_soldiertype"] = "pacific";

}

Then create a new file mp_yourmap.csc under \raw\clientscripts\mp\ with the following in:

#include clientscripts\mp\_utility;

main()
{
	// If the team nationalites change in this level's gsc file,
	// you must update the team nationality here!
	level.allies_team = "marines";
	level.axis_team   = "japanese";

	// For tanks Eexhaust and treads
	clientscripts\mp\_panzeriv::main( "vehicle_ger_tracked_panzer4_mp" );
	clientscripts\mp\_t34::main( "vehicle_rus_tracked_t34_mp" );
	clientscripts\mp\_panzeriv_flm::main( "vehicle_ger_tracked_panzer4_mp" );
	clientscripts\mp\_t34_flm::main( "vehicle_rus_tracked_t34_mp" );

	// _load!
	clientscripts\mp\_load::main();

	//clientscripts\mp\mp_yourmap_fx::main();

	thread clientscripts\mp\_fx::fx_init(0);
	thread clientscripts\mp\_audio::audio_init(0);

	//thread clientscripts\mp\mp_yourmap_amb::main();

	// This needs to be called after all systems have been registered.
	thread waitforclient(0);

	println("*** Client : mp_test_tanks running...");
}

You will notice that in the example above (taken from map example) all 4 Tanks type are called:

clientscripts\mp\_panzeriv::main( "vehicle_ger_tracked_panzer4_mp" );
clientscripts\mp\_t34::main( "vehicle_rus_tracked_t34_mp" );
clientscripts\mp\_panzeriv_flm::main( "vehicle_ger_tracked_panzer4_mp" );
clientscripts\mp\_t34_flm::main( "vehicle_rus_tracked_t34_mp"
  • If you were only using the main Panzer and T34 then the file would only have those lines:
clientscripts\mp\_panzeriv::main( "vehicle_ger_tracked_panzer4_mp" );
clientscripts\mp\_t34::main( "vehicle_rus_tracked_t34_mp" );

Update the Zone file

  • Open your Map Zone File (in ..\Call of Duty - World at War\zone_source\) and add the following lines:
// added for tanks
include,vehicles_drivable_mp
rawfile,clientscripts/mp/mp_yourmap.csc
sound,vehicles,veh_mp,all_mp
rawfile,clientscripts/mp/_t34_flm.csc
rawfile,clientscripts/mp/_panzeriv_flm.csc
rawfile,maps/mp/_t34_flm.gsc
rawfile,maps/mp/_panzeriv_flm.gsc
rawfile,maps/mp/_vehicles.gsc

Make sure to comment out or remove the line impactfx,mp_test_tanks or the map will not start!!

  • Save and close
  • Using Launcher compile your map and test! All going well you will have something like this:



Problems?

  • Getting a message "Exceeded 400Fxs assets"? Make sure to comment out or remove the line impactfx,mp_yourmap from your Zone File to fix



Thanks to Sven71, ChrisP.



--Zeroy. 02:04, 25 January 2009 (UTC)