Call of Duty 4: Bobbing Models: Difference between revisions

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(Fixed some stuff and a crash in the code.)
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== In Script ==
== In Script ==


* Create a new file under /raw/maps/mp/ called _bobbing_obj.gsc and have the following in:
* Create a new file under /raw/maps/mp/ called _bobbing_obj.gsc and insert the following:


<pre>
<pre>
main()
main()
{
{
  thread bobbing_think();
thread bobbing_think();
}


bobbing_think()
bobbing_think()
{
{
obj1 = getent("bobbing_obj","targetname"); // Get the name of the script_model
obj1 = getent("bobbing_obj","targetname"); //get the script_model entity
obj2 = getent("bobbing_obj2","targetname"); // Get the name of the script_model
obj2 = getent("bobbing_obj2","targetname"); //get the other script_model entity
 
wait (randomfloat (1.5)); // Generate a random Number of Seconds Between Bobbings
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
org2 = (29, -897.1, 683); // 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
timer = 1; //bobbing speed - higher number = slower bobbing
 
while (1)
while (1)
{
{
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);
}
}
}
}
Line 81: Line 82:
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!

Revision as of 21:37, 23 October 2008

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
	
	while (1)
	{
		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);
	}
}

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)