Call of Duty 4: SP - Adding Dogs
By Techno2sl
You will need:
- A playable map in radiant (preferrably a closed skybox with no leaks and worldspawn settings).
- An "info_player_start" (right click the 2d grid and slect info>player_start, place this spawn point a few units off the ground and not touching/passing through anything)
Ok, so right click the 2d grid, select "actor>enemy>dog". Place the dog anywhere you want so long as its not touching/passing through anything. (place as many as you want theres probably a limit on how many can be alive at once but I havent found that yet (32?))
Place some path nodes down (right click the 2d grid and select "node>path_node"), space them out abit, you dont need to many in open areas but for doorways etc its best to place a node either side of the door and 1 inside the doorway (to help the dogs negotiate) make sure the nodes dont touch each other though).
//Spawner//Skip this bit if your dont want your dog to be a spawner
This is not nessaccary for a simple test, but if you want your dogs to spawn instead of being spawned as soon as the level starts: Make a trigger, using the trigger texture and make that trigger a trigger_multiple. Then select the trigger and make it a "trigger_spawner". (highlight the trigger and press "N") Select any dogs, and make them "spawners". (highlight 1 dog at a time and select spawner)
With 1 trigger selected, highlight a dog and press "W".
So the link is: |Trigger|>>|dog|
//// Spawners wont fucntion correctly sometimes//Always check the zone source and developer load your map and check the console ////
Now compile your level, and edit your zone_source ("Update Zone_source"). If you dont have one yet, click "build fast file" to create a defualt one.
Now in the zone file include this:
ignore,code_post_gfx ignore,common col_map_sp,maps/MAPNAME.d3dbsp rawfile,maps/MAPNAME.gsc localize,test3 sound,common,MAPNAME,!all_sp sound,generic,MAPNAME,!all_sp sound,voiceovers,MAPNAME,!all_sp sound,requests,MAPNAME,!all_sp rawfile,animscripts/dog_combat.gsc rawfile,animscripts/dog_death.gsc rawfile,animscripts/dog_init.gsc rawfile,animscripts/dog_pain.gsc rawfile,animscripts/dog_move.gsc rawfile,animscripts/dog_scripted.gsc rawfile,animscripts/dog_stop.gsc rawfile,animscripts/dog_flashed.gsc xanim,ai_attacked_german_shepherd_05_death_a xanim,ai_attacked_german_shepherd_04_getup_a xanim,ai_attacked_german_shepherd_04_middle_a xanim,ai_attacked_german_shepherd_03_shoot_a xanim,ai_attacked_german_shepherd_03_push_a xanim,ai_attacked_german_shepherd_02_getup_a xanim,ai_attacked_german_shepherd_02_idle_a xanim,ai_attacked_german_shepherd_01_start_a xanim,german_shepherd_player_neck_miss xanim,german_shepherd_player_neck_snap xanim,german_shepherd_walk xanim,german_shepherd_traverse_up_80 xanim,german_shepherd_traverse_up_40 xanim,german_shepherd_traverse_down_40 xanim,german_shepherd_attack_player_miss_turnl xanim,german_shepherd_attack_player_miss_turnr xanim,german_shepherd_attack_ai_05_kill_a xanim,german_shepherd_attack_ai_04_middle_a xanim,german_shepherd_attack_ai_03_shot_a xanim,german_shepherd_attack_ai_03_pushed_a xanim,german_shepherd_attack_ai_02_idle_a xanim,german_shepherd_attack_ai_01_start_a xanim,german_shepherd_run_flashbang xanim,german_shepherd_run_stop xanim,german_shepherd_run_pain xanim,german_shepherd_run_jump_window_40 xanim,german_shepherd_run_jump_40 xanim,german_shepherd_run_attack xanim,german_shepherd_attack_player_miss xanim,german_shepherd_run_lean_r xanim,german_shepherd_run_lean_l xanim,german_shepherd_run xanim,german_shepherd_run_start xanim,german_shepherd_attackidle_growl xanim,german_shepherd_attackidle_bark xanim,german_shepherd_attackidle xanim,german_shepherd_idle xanim,german_shepherd_death_front xanim,german_shepherd_attack_player_late xanim,german_shepherd_attack_player xanim,german_shepherd_attack_look_up xanim,german_shepherd_look_up xanim,german_shepherd_attack_look_left xanim,german_shepherd_look_left xanim,german_shepherd_attack_look_right xanim,german_shepherd_look_right xanim,german_shepherd_attack_look_down xanim,german_shepherd_look_down xanim,void_loop xanim,player_view_dog_knockdown_neck_miss xanim,player_view_dog_knockdown_neck_snap xanim,player_view_dog_knockdown_saved xanim,player_view_dog_knockdown_late xanim,player_view_dog_knockdown weapon,sp/mp5 xmodel,weapon_mp5 xmodel,viewmodel_mp5 sound,ru_battlechatter,mapname,all_sp sound,uk_battlechatter,mapname,all_sp xmodel,viewmodel_base_character xmodel,viewmodel_base_viewhands fx,impacts/deathfx_dogbite fx,impacts/deathfx_bloodpool_view material,hud_dog_melee xmodel,viewhands_player_sas_woodland
(rename the "MAPNAME" to your maps name)
As you can see the zone file is loading an mp5 (weapon,sp/mp5) as its the default weapon when you dont have a weapons loadout. Its loading the animations for the dogs, and its loading the death/melee attack stuff (fx,impacts/deathfx_dogbite fx,impacts/deathfx_bloodpool_view) which is very important otherwise when the dog bites you and trys to throw you on the ground the game will freeze.
You need a basic script file:: (located in the "maps" folder this should be called: MAPNAME.gsc)
#include maps_utility; #include maps_anim; #include common_scriptsutility; #using_animtree( "generic_human" ); main() { maps_load::main(); maps_load::set_player_viewhand_model("viewhands_player_sas_woodland"); }
Just one last step, if you havent done so before you need to add some SP scripts to your "raw" folder wich were left out by the devs::
http://www.novemberdobby.com/files/rips/4rip.zip
(Thanks to NovemberDobby)
Install by unzipping the SP scripts (all of them) into your "raw" folder. Build the fast file for your map again and then Click run map.
Make sure to check the 'animscripts' folder is successfully inside the faw folder, as animscripts contains the dog scripts.
Errors// Run the map normally without developer and without any custom command lines added when first testing.
error// Script compile error #? utility? IF you get a compile error stating the utility script has a missing "#"
Go to your raw/maps folder and locate the _colors.gsc
Change the begining line from "include maps_utility;" to "#include maps_utility;"
Sources: Modsonline.com