Call of Duty 4: Bobbing Models: Difference between revisions
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| Line 27: | Line 27: | ||
while (1) | while (1) | ||
{ | { | ||
obj1 moveto (org1 + (0,0,2), timer, timer*0.5, timer*0.5); // 2 is the number of units to go Above Original Location | |||
obj2 moveto (org2 + (0,0,-1), timer, timer*0.5, timer*0.5); | |||
wait (timer); | |||
obj1 moveto (org1 + (0,0,-2), timer, timer*0.5, timer*0.5); // 2 is the number of units to go Below Original Location | |||
obj2 moveto (org2 + (0,0,1), timer, timer*0.5, timer*0.5); | |||
wait (timer); | |||
} | } | ||
} | } | ||
Revision as of 14:19, 16 October 2008
This tutorial shows how to create 'bobbing' models in water to give a floating movement impression. I got the script from a COD2 tutorials by BR3NT
In Radiant
In Script
- Create a new file under /raw/maps/mp/ called _bobbing_obj.gsc and have the following in:
main()
{
thread bobbing_think();
bobbing_think()
{
obj1 = getent("bobbing_obj","targetname"); // Get the name of the script_model
obj2 = getent("bobbing_obj2","targetname"); // Get the name of the script_model
wait (randomfloat (1.5)); // Generate a random Number of Seconds Between Bobbings
org1 = (-83, -895, 688); // Define Origin or Location of Your Boat/script_model
org2 = (29, -897.1, 683); // Define Origin or Location of Your Boat/script_model
timer = 1; // Speed of the Bobbing - Higer Number Slower Bobbing
while (1)
{
obj1 moveto (org1 + (0,0,2), timer, timer*0.5, timer*0.5); // 2 is the number of units to go Above Original Location
obj2 moveto (org2 + (0,0,-1), timer, timer*0.5, timer*0.5);
wait (timer);
obj1 moveto (org1 + (0,0,-2), timer, timer*0.5, timer*0.5); // 2 is the number of units to go Below Original Location
obj2 moveto (org2 + (0,0,1), timer, timer*0.5, timer*0.5);
wait (timer);
}
}
In your main mp GSC, after maps\mp\_load::main(); add this line:
maps\mp\_bobbing_obj::main();
Now, add this to your Zone File:
rawfile,maps/mp/_bobbing_obj.gsc
Compile and test!
--Zeroy. 14:18, 16 October 2008 (UTC)