Call of Duty 5: Exploding barrels: Difference between revisions

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We select a model (barrel), make it a script_model, assign it targetname = explodable_barrel and script_noteworthy = explodable_barrel. To the .gsc file we add:
We select a model (barrel), make it a script_model, assign it targetname = explodable_barrel and script_noteworthy = explodable_barrel. To the .gsc file we add:


<pre>maps\mp\_interactive_objects::init();</pre>
<syntaxhighlight>maps\mp\_interactive_objects::init();</syntaxhighlight>


And to the .csv file we add:
And to the .csv file we add:


<pre>rawfile,maps/mp/_interactive_objects.gsc
<syntaxhighlight>rawfile,maps/mp/_interactive_objects.gsc


fx,destructibles/fx_barrelexp_mp
fx,destructibles/fx_barrelexp_mp
Line 15: Line 15:
fx,destructibles/fx_barrel_fire_top
fx,destructibles/fx_barrel_fire_top


xmodel,exploding_barrel_test_d</pre>
xmodel,exploding_barrel_test_d</syntaxhighlight>


=== Preparing your map ===
=== Preparing your map ===


We first select a barrel model, this can be any model, but I suggest we use a barrel for this.
*We first select a barrel prefab, grab one [http://wiki.modsrepository.com/codww_files/codww_explodable_barrel.zip HERE]
 
*Once you have the file, unzip in your COD folder
Right click in the 2D grid and click misc -> model. Now browse to your [root]/raw/xmodel/ directory, select a model that suits you (I advice you to browse to that directory outside the radiant, then perform a search on the word 'barrel'). Once a suitable barrel is found, click Open and the model will appear in the map. Move it around till it's settled.
*Back in Radiant, Right click in the 2D grid and click misc -> prefab. Now browse to your [root]/map_source/_prefabs/interactable_objects/ directory, select the file called '''explodable_barrel.map''', click Open and the prefab will appear in the map. Move it around till it's settled.<br>
 
Now, while having the barrel selected, right click in the 2D grid and select script -> model. This will make your model ready to be accessed by a script.
 
To tell the game which script, we need to give it a targetname. Still having the barrel selected, press N (or twice) and, in the two text boxes below, fill in the following:
 
Key: <span style="font-family:'Courier New';">targetname</span>
 
Value: <span style="font-family:'Courier New';">explodable_barrel</span>
 
 
Key: <span style="font-family:'Courier New';">script_noteworthy</span>
 
Value: <span style="font-family:'Courier New';">explodable_barrel</span>


=== Calling the script ===  
=== Calling the script ===  
Line 40: Line 27:
Now, in our .gsc file, located in [root]/raw/maps/mp/mp_[mapname].gsc, we need to add the following line (you can edit .gsc files using notepad):
Now, in our .gsc file, located in [root]/raw/maps/mp/mp_[mapname].gsc, we need to add the following line (you can edit .gsc files using notepad):


<pre>maps\mp\_interactive_objects::init();</pre>
<syntaxhighlight>maps\mp\_interactive_objects::init();</syntaxhighlight>


So, your .gsc file might become:
So, your .gsc file might become:


<pre>main()
<syntaxhighlight>main()
{
{
maps\mp\_interactive_objects::init(); // added line
maps\mp\_interactive_objects::init(); // added line
Line 64: Line 51:
// enable new spawning system
// enable new spawning system
maps\mp\gametypes\_spawning::level_use_unified_spawning(true);
maps\mp\gametypes\_spawning::level_use_unified_spawning(true);
}</pre>
}</syntaxhighlight>


=== Adding it to the FastFile ===  
=== Adding it to the FastFile ===  
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To use the script we call in out .gsc file, we need to include it into our .ff file. Go to [root]/zone_source/mp_[mapname].csv and open it using notepad. Add the following lines to it (on it's own row!):
To use the script we call in out .gsc file, we need to include it into our .ff file. Go to [root]/zone_source/mp_[mapname].csv and open it using notepad. Add the following lines to it (on it's own row!):


<pre>rawfile,maps/mp/_interactive_objects.gsc
<syntaxhighlight>rawfile,maps/mp/_interactive_objects.gsc


fx,destructibles/fx_barrelexp_mp
fx,destructibles/fx_barrelexp_mp
Line 76: Line 63:
fx,destructibles/fx_barrel_fire_top
fx,destructibles/fx_barrel_fire_top


xmodel,exploding_barrel_test_d</pre>
xmodel,exploding_barrel_test_d</syntaxhighlight>


A typical .csv file might now look like this (where mp_test is the map name):
A typical .csv file might now look like this (where mp_test is the map name):


<pre>ignore,code_post_gfx_mp
<syntaxhighlight>ignore,code_post_gfx_mp
ignore,localized_code_post_gfx_mp
ignore,localized_code_post_gfx_mp
ignore,common_mp
ignore,common_mp
Line 113: Line 100:
character,char_jap_impinf_player_lmg
character,char_jap_impinf_player_lmg
character,char_jap_impinf_player_cqb
character,char_jap_impinf_player_cqb
character,char_jap_impinf_player_assault</pre>
character,char_jap_impinf_player_assault</syntaxhighlight>


== Conclusion ==
== Conclusion ==

Latest revision as of 15:16, 16 December 2010

By Daevius

Abstract

We select a model (barrel), make it a script_model, assign it targetname = explodable_barrel and script_noteworthy = explodable_barrel. To the .gsc file we add:

maps\mp\_interactive_objects::init();

And to the .csv file we add:

rawfile,maps/mp/_interactive_objects.gsc

fx,destructibles/fx_barrelexp_mp
fx,destructibles/fx_barrel_ignite
fx,destructibles/fx_barrel_fire_top

xmodel,exploding_barrel_test_d

Preparing your map

  • We first select a barrel prefab, grab one HERE
  • Once you have the file, unzip in your COD folder
  • Back in Radiant, Right click in the 2D grid and click misc -> prefab. Now browse to your [root]/map_source/_prefabs/interactable_objects/ directory, select the file called explodable_barrel.map, click Open and the prefab will appear in the map. Move it around till it's settled.

Calling the script

Now, in our .gsc file, located in [root]/raw/maps/mp/mp_[mapname].gsc, we need to add the following line (you can edit .gsc files using notepad):

maps\mp\_interactive_objects::init();

So, your .gsc file might become:

main()
{
	maps\mp\_interactive_objects::init(); // added line
	maps\mp\_load::main();

	// If the team nationalites change in this file,
	// you must update the team nationality in the level's csc file as well!
	game["allies"] = "marines";
	game["axis"] = "japanese";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["allies_soldiertype"] = "pacific";
	game["axis_soldiertype"] = "pacific";

	setdvar( "r_specularcolorscale", "1" );

	setdvar("compassmaxrange","2100");
	
	// enable new spawning system
	maps\mp\gametypes\_spawning::level_use_unified_spawning(true);
}

Adding it to the FastFile

To use the script we call in out .gsc file, we need to include it into our .ff file. Go to [root]/zone_source/mp_[mapname].csv and open it using notepad. Add the following lines to it (on it's own row!):

rawfile,maps/mp/_interactive_objects.gsc

fx,destructibles/fx_barrelexp_mp
fx,destructibles/fx_barrel_ignite
fx,destructibles/fx_barrel_fire_top

xmodel,exploding_barrel_test_d

A typical .csv file might now look like this (where mp_test is the map name):

ignore,code_post_gfx_mp
ignore,localized_code_post_gfx_mp
ignore,common_mp
ignore,localized_common_mp

col_map_mp,maps/mp/mp_test.d3dbsp

rawfile,maps/mp/mp_test.gsc
rawfile,vision/mp_test.vision
rawfile,maps/mp/_interactive_objects.gsc

fx,destructibles/fx_barrelexp_mp
fx,destructibles/fx_barrel_ignite
fx,destructibles/fx_barrel_fire_top

xmodel,skybox_mak1
xmodel,exploding_barrel_test_d

sound,common,mp_test,!all_mp
sound,generic,mp_test,!all_mp
sound,voiceovers,mp_test,!all_mp
sound,multiplayer,mp_test,!all_mp
sound,destructibles,mp_test,!all_mp

character,char_usa_raider_player_rifle
character,char_usa_raider_player_cqb
character,char_usa_raider_player_assault
character,char_usa_raider_player_lmg
character,char_usa_raider_player_smg
character,char_jap_impinf_player_smg
character,char_jap_impinf_player_rifle
character,char_jap_impinf_player_lmg
character,char_jap_impinf_player_cqb
character,char_jap_impinf_player_assault

Conclusion

When succeed, exploding barrels will look like this: