Call of Duty 5: Breakable Windows: Difference between revisions

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{{warning_forpro}}[[Image:rgn_warning.png|right]]
{{Warning_advanced}}
[[Image:Nutshell.png]] Tutorial by ''Badman'' adapted from COD4 for CODWAW; This is to show you how to add destructible Windows in your levels;
{{Note|Tutorial by ''Badman'' adapted from COD4 for CODWAW; This is to show you how to add destructible Windows in your levels}}


=The Script=
=The Script=


* Create a new file called <font color="yellow">_breakable_windows.gsc</font> in:
* Create a new file called <font color="blue">_breakable_windows.gsc</font> in:


  C:\Program Files\Activision\Call of Duty - World at War\raw\maps\mp\
  C:\Program Files\Activision\Call of Duty - World at War\raw\maps\mp\
Line 10: Line 10:
* In the file copy paste this code:
* In the file copy paste this code:


<pre>
<syntaxhighlight>
// *************************************************************************************************************
// *************************************************************************************************************
// Destructible Window Script Version 1.1 by BadMan
// Destructible Window Script Version 1.1 by BadMan
Line 24: Line 24:
// The Tutorial contains one “broken” - status for the window (as e.g. with the cars!)
// The Tutorial contains one “broken” - status for the window (as e.g. with the cars!)


// In order to change the value of the damage, which the window can sustain, you must adjust the value with ' targetdamage' value.  
// In order to change the value of the damage, which the window can sustain,
// you must adjust the value with ' targetdamage' value.
 
// Credits: Tally, which helped me with the starting of the Script.  
// Credits: Tally, which helped me with the starting of the Script.  
// Credits: noobCODmapper and Ghost Death for the Script on modsonline.com, which inspired me for this.  
// Credits: noobCODmapper and Ghost Death for the Script on modsonline.com, which inspired me for this.  
Line 33: Line 35:
windfx = loadfx ("maps/sniper/fx_glass_break");
windfx = loadfx ("maps/sniper/fx_glass_break");
windtrigs = getentarray("window1","targetname");
windtrigs = getentarray("window1","targetname");
for(i=0;i<windtrigs.size;i++)
for(i=0; i<windtrigs.size; i++)
{
{
windtrigs[i] thread dowindow(windfx);
windtrigs[i] thread dowindow(windfx);
Line 41: Line 43:
dowindow(windfx)
dowindow(windfx)
{
{
targetdamage=80;
targetdamage = 80;
totaldamage=0;
totaldamage = 0;
WindowShattered=false;
WindowShattered = false;
WindowShatteredtwo=false;
WindowShatteredtwo = false;
WindowBroken=false;
WindowBroken = false;
self enablegrenadetouchdamage();
self enablegrenadetouchdamage();
NormalState = getent(self.target,"targetname");
NormalState = getent(self.target,"targetname");
Line 61: Line 63:
if(totaldamage>targetdamage || getdamagetype(type)=="melee")
if(totaldamage>targetdamage || getdamagetype(type)=="melee")
{
{
WindowBroken=true;
WindowBroken = true;
}
}
if(!WindowShattered)
if(!WindowShattered)
Line 67: Line 69:
NormalState delete();
NormalState delete();
ShatteredState show();
ShatteredState show();
WindowShattered=true;
WindowShattered = true;
}
}
else if(!WindowShatteredtwo)
else if(!WindowShatteredtwo)
Line 73: Line 75:
ShatteredState delete();
ShatteredState delete();
ShatteredStatetwo show();
ShatteredStatetwo show();
WindowShatteredtwo=true;
WindowShatteredtwo = true;
}
}
}
}
Line 87: Line 89:
getDamageType(type)
getDamageType(type)
{
{
if(!isdefined(type)){return "unknown";}
if(!isdefined(type)) { return "unknown"; }
type = tolower(type);
type = tolower(type);
switch(type)
switch(type)
Line 99: Line 101:
}
}
}  
}  
</pre>
</syntaxhighlight>
 


= Map GSC/Zone File=
= Map GSC/Zone File=


* Open your main Map gsc file and add the following right after <font color="yellow">maps\mp\_load::main();</font>
* Open your main Map gsc file and add the following right after <font color="blue">maps\mp\_load::main();</font>


  maps\mp\_breakable_windows::main();
  maps\mp\_breakable_windows::main();
Line 109: Line 112:
* Update Zone File by adding the following lines:
* Update Zone File by adding the following lines:


<pre>
<syntaxhighlight>
rawfile,maps/mp/_breakable_windows.gsc
rawfile,maps/mp/_breakable_windows.gsc
fx,maps/sniper/fx_glass_break
fx,maps/sniper/fx_glass_break
</pre>
</syntaxhighlight>
 


= In Radiant =
= In Radiant =
Line 154: Line 158:
* You now need to add a targetname value for the Trigger, with the Trigger selected press N and add the key/values
* You now need to add a targetname value for the Trigger, with the Trigger selected press N and add the key/values


  Key   : targetname
  Key   : targetname
  Value : window1
  Value : window1


Line 199: Line 203:
* Compile and test!
* Compile and test!


= files =
 
= Files =


* You can download the script and prefab used for this tutorial [http://wiki.modsrepository.com/codww_files/codww_destwin_files.zip HERE]
* You can download the script and prefab used for this tutorial [http://wiki.modsrepository.com/codww_files/codww_destwin_files.zip HERE]

Latest revision as of 15:17, 16 December 2010

Tutorial by Badman adapted from COD4 for CODWAW; This is to show you how to add destructible Windows in your levels

The Script

  • Create a new file called _breakable_windows.gsc in:
C:\Program Files\Activision\Call of Duty - World at War\raw\maps\mp\
  • In the file copy paste this code:
// *************************************************************************************************************
// Destructible Window Script Version 1.1 by BadMan
// Latest Update: Sunday, 30th November 2008
// *************************************************************************************************************
// *************************************************************************************************************
// Original Version 1.1 by -=FD=-
// Latest Update: Friday, 22nd February 2008
// *************************************************************************************************************
//
// This Script allows the use of breakable windows after a certain damage it will breaks 
// This Tutorial tries to remain as simple as possible. 
// The Tutorial contains one “broken” - status for the window (as e.g. with the cars!)

// In order to change the value of the damage, which the window can sustain,
// you must adjust the value with ' targetdamage' value.

// Credits: Tally, which helped me with the starting of the Script. 
// Credits: noobCODmapper and Ghost Death for the Script on modsonline.com, which inspired me for this. 
// Credits: IW for this great Game and the release of the tools!

main()
{
	windfx = loadfx ("maps/sniper/fx_glass_break");
	windtrigs = getentarray("window1","targetname");
	for(i=0; i<windtrigs.size; i++)
		{
			windtrigs[i] thread dowindow(windfx);
		}
}

dowindow(windfx)
{
	targetdamage = 80;
	totaldamage  = 0;
	WindowShattered = false;
	WindowShatteredtwo = false;
	WindowBroken = false;
	self enablegrenadetouchdamage();
	NormalState = getent(self.target,"targetname");
	ShatteredState = getent(NormalState.target,"targetname");
	ShatteredState hide();
	ShatteredStatetwo = getent(shatteredState.target,"targetname");
	ShatteredStatetwo hide();
	BrokenState = getent(shatteredStatetwo.target,"targetname");
	BrokenState hide();

	while(!windowbroken)
		{
			self waittill ("damage", amount,attacker, direction_vec, point, type);
			totaldamage+=amount; 
			if(totaldamage>targetdamage || getdamagetype(type)=="melee")
				{
					WindowBroken = true;
				}
			if(!WindowShattered)
				{
					NormalState delete();
					ShatteredState show();
					WindowShattered = true;
				}
			else if(!WindowShatteredtwo)
				{
					ShatteredState delete();
					ShatteredStatetwo show();
					WindowShatteredtwo = true;
				}
		}

	BrokenState show();
	self playsound("glass_pane_break");
	PlayFX(windfx, BrokenState.origin );
	ShatteredState delete();
	ShatteredStatetwo delete();
	self delete();
}

getDamageType(type)
{
	if(!isdefined(type)) { return "unknown"; }
	type = tolower(type);
	switch(type)
		{
			case "mod_melee":
			case "mod_crush":
			case "melee":
			return "melee";
			default:
			return "other";
		}
}


Map GSC/Zone File

  • Open your main Map gsc file and add the following right after maps\mp\_load::main();
maps\mp\_breakable_windows::main();
  • Update Zone File by adding the following lines:
rawfile,maps/mp/_breakable_windows.gsc
fx,maps/sniper/fx_glass_break


In Radiant

  • The Tutorial assumes you have the map/Building done and have an opening to place the Window Models
  • XModels in use are:
breakable_window2_pristine
breakable_window2_brkn1
breakable_window2_brkn2
breakable_window2_brkn3
  • Add the first Model (breakable_window2_pristine) into the map by right-clicking on 2D window > Misc > Model;



  • With the model still selected right-click in the 2D window > script > model



  • Now you can adapt the building/wall opening to the window and/or the window to the opening on the building/wall



The Window opening size is 64Units in Height and 56Units in Width

  • Now for the trigger, using the Trigger Texture Tool cover the window model
  • With the trigger selected right-click in the 2D window > Trigger > Damage



  • You now need to add a targetname value for the Trigger, with the Trigger selected press N and add the key/values
Key   : targetname
Value : window1



  • Now we must add the broken models for the different states of the damaged window; An easy way to do this is to place the Radiant Grid on 32Units so that you can easily move the models back to their origin, otherwise it gets confusing;
  • Select the First Window model you add and press space to copy it 3 more Times, Each time move the new model so that you can see clearly;



  • Now change the model and add targetname like this:
model = breakable_window2_pristine
model = breakable_window2_brkn1
model = breakable_window2_brkn2
model = breakable_window2_brkn3
  • Now to connect all this!
  • Select the Trigger created then the first Window model and press W to connect them
  • Deselect all then select the First window model then the second window model and again hit W
  • Deselect all then select the second window model then the third one and again hit W
  • Finally deselect all and select the third then fourth model and Hit W
  • It should look like this:



  • Now place back each model on top of the first Window
  • Dont forget to clip the main window so no-one can go through



Note that you can use less model if you like;

  • Compile and test!


Files

  • You can download the script and prefab used for this tutorial HERE


Sources: Opferlamm-Clan Board