Call of Duty 4: Bobbing Models: Difference between revisions

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{{warning_forpro}}
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[[Image:rgn_warning.png|right]]
[[Image:rgn_warning.png|right]]
[[Image:Nutshell.png]] 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''
[[Image:Nutshell.png]] 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''.<br>


2 models are animated in this example:
'''<font color="blue">2 models are animated in this example:'''</font>


  com_bottle4
  com_bottle4
Line 63: Line 63:
obj2 = getent("bobbing_obj2","targetname"); //get the other script_model entity
obj2 = getent("bobbing_obj2","targetname"); //get the other script_model entity
wait (randomfloat (1.5)); //generate a random number of seconds between bobs
wait randomfloat(1.5); //generate a random number of seconds between bobs
org1 = (-83, -895, 688); //define origin or location of your boat/script_model
org1 = (-83, -895, 688); //define origin or location of your boat/script_model
Line 69: Line 69:
timer = 1; //bobbing speed - higher number = slower bobbing
timer = 1; //bobbing speed - higher number = slower bobbing
while (1)
for(;;)
{
{
obj1 moveto (org1 + (0,0,2), timer, timer * 0.5, timer * 0.5); // 2 is num. of units to go over Orig.
obj1 moveto (org1 + (0,0,2), timer, timer * 0.5, timer * 0.5); // 2 is num. of units to go over Orig.
obj2 moveto (org2 + (0,0,-1), timer, timer * 0.5, timer * 0.5);
obj2 moveto (org2 + (0,0,-1), timer, timer * 0.5, timer * 0.5);
wait (timer);
wait timer;
obj1 moveto (org1 + (0,0,-2), timer, timer * 0.5, timer * 0.5); // 2 is num. of units to go over Orig.
obj1 moveto (org1 + (0,0,-2), timer, timer * 0.5, timer * 0.5); // 2 is num. of units to go over Orig.
obj2 moveto (org2 + (0,0,1), timer, timer * 0.5, timer * 0.5);
obj2 moveto (org2 + (0,0,1), timer, timer * 0.5, timer * 0.5);
wait (timer);
wait timer;
}
}
}
}
</pre>
</pre>
<font color="red">'''NOTE: For CODWAW the (0,0,2) can be highered to (0,0,5) for effect to show'''</font>


In your main mp GSC, after ''maps\mp\_load::main();'' add this line:
In your main mp GSC, after ''maps\mp\_load::main();'' add this line:


maps\mp\_bobbing_obj::main();
maps\mp\_bobbing_obj::main();


Now, add this to your Zone File:
Now, add this to your Zone File:


rawfile,maps/mp/_bobbing_obj.gsc
rawfile,maps/mp/_bobbing_obj.gsc


Compile and test!
Compile and test!

Latest revision as of 19:48, 24 October 2016

This tutorial assumes that you already know how to create, compile & create GSCs,CSVs & FastFiles for your maps

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.

2 models are animated in this example:

com_bottle4
me_plastic_crate1

In Radiant

Place the 2 models how we want them with their top surface slightly (2/3 units) over the water patch.



Select the first model, right clic in the 2D window and select Script then Script_model



Then witht the first model still selected press 'n' to bring up the entity window and enter the following key/values:

targetname bobbing_obj

Do the same steps for the second model using those:

targetname bobbing_obj2

The result should be:



and


In Script

  • Create a new file under /raw/maps/mp/ called _bobbing_obj.gsc and insert the following:
main()
{
	thread bobbing_think();
}

bobbing_think()
{
	obj1 = getent("bobbing_obj","targetname"); //get the script_model entity
	obj2 = getent("bobbing_obj2","targetname"); //get the other script_model entity
	
	wait randomfloat(1.5); //generate a random number of seconds between bobs
	
	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; //bobbing speed - higher number = slower bobbing
	
	for(;;)
	{
		obj1 moveto (org1 + (0,0,2), timer, timer * 0.5, timer * 0.5); // 2 is num. of units to go over Orig.
		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 num. of units to go over Orig.
		obj2 moveto (org2 + (0,0,1), timer, timer * 0.5, timer * 0.5);
		wait timer;
	}
}

NOTE: For CODWAW the (0,0,2) can be highered to (0,0,5) for effect to show

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)