Call of Duty 4: destruct model: Difference between revisions

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(New page: Image:Nutshell.pngThis tutorial uses an adaptation of the IW SP script ''_interactive_objects.gsc'' This will work on any stock models for which you have a normal state model and a des...)
 
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[[Category:Call of Duty 4]]
[[Category:ModTools]]
[[Category:FXs]]
[[Image:Nutshell.png]]This tutorial uses an adaptation of the IW SP script ''_interactive_objects.gsc''
[[Image:Nutshell.png]]This tutorial uses an adaptation of the IW SP script ''_interactive_objects.gsc''
This will work on any stock models for which you have a normal state model and a destroyed state model available and an FX for the destruction effect.
This will work on any stock models for which you have a normal state model and a destroyed state model available and an FX for the destruction effect.

Revision as of 15:14, 16 October 2008

This tutorial uses an adaptation of the IW SP script _interactive_objects.gsc This will work on any stock models for which you have a normal state model and a destroyed state model available and an FX for the destruction effect.

Example will use the security camera model ( com_security_camera & com_security_camera_destroyed ).

=Radiant

Place the normal state (not destroyed) model where you want it in your level

With the model selected enter the entity property window (n) and enter the following keys/values:

Key: Classname
Value: script_model
Key: Targetname
Value: destroyable_security_camera

Scripting

Create a new file _destructables_obj.gsc in /raw/maps/mp/

Content:

main()
{
	precache();
}

precache()
{

	precachemodel( "com_security_camera" );
	precachemodel( "com_security_camera_destroyed" );

	thread arrays();

}

arrays()
{
	security_camera = getentarray("destroyable_security_camera", "targetname" );
	level.breakables_fx[ "security_camera_explode" ] = loadfx( "props/securitycamera_explosion" );

	for(i=0;i < security_camera.size;i ++)
		security_camera[i] thread security_camera_logic();
}

security_camera_logic()
{
	self setcandamage( true );
	damagemodel = undefined;

	switch( self.model )
	{
		case "com_security_camera":
			damagemodel = "com_security_camera_destroyed";
			break;
	}

	self waittill( "damage", damage, other, direction_vec, P, type );

	self setmodel( damagemodel );
	playfxontag( level.breakables_fx[ "security_camera_explode" ], self, "tag_deathfx" );

}
 Note that in the example above the destroyed model is com_security_camera_destroyed and the FX is 
props/securitycamera_explosion.

In your Level/Map GSC add the following after [I]maps/mp/_load::main();[/I]

maps\mp\_destructables_obj::main();

Finally in your Level/Map Zone File add the following

rawfile,maps/mp/_destructables_obj.gsc
xmodel,com_security_camera_destroyed
fx,props/securityCamera_explosion

In the map the model will be destroyed on bullet/c4/grenade/RL/GL and replaced with destroyed model with a nice FX


--Zeroy. 20:59, 15 October 2008 (UTC)