Call of Duty 4: Bobbing Models

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Revision as of 17:33, 16 October 2008 by Zeroy (talk | contribs)
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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 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 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)