Call of Duty 5: Minefields: Difference between revisions

From COD Modding & Mapping Wiki
Jump to navigation Jump to search
m (New page: Image:Nutshell.png This tutorial will explain how to create/add Minefields to your maps. ==In Radiant== *Choose the Trigger texture, *Drag it where you want a minefield.. *Rightclick...)
 
Line 30: Line 30:


*The two sound used by the stock script are missing from Soundaliases files and even the WAV files are missing, get them here:
*The two sound used by the stock script are missing from Soundaliases files and even the WAV files are missing, get them here:
{{Data}} [http://wiki.modsrepository.com/codww_files/codww_minefields_files.zip DOWNLOAD MISSING MINEFIELD ASSETS]
[[Image:Data.png]] [http://wiki.modsrepository.com/codww_files/codww_minefields_files.zip DOWNLOAD MISSING MINEFIELD ASSETS]
* In this Archive you will find the Soundalias required, distance and volume can be adjusted before compile to your liking;
* In this Archive you will find the Soundalias required, distance and volume can be adjusted before compile to your liking;
*Simply unpack the archive in your CODWaW Root folder to add the missing assets;
*Simply unpack the archive in your CODWaW Root folder to add the missing assets;

Revision as of 13:33, 24 April 2009

This tutorial will explain how to create/add Minefields to your maps.

In Radiant

  • Choose the Trigger texture,
  • Drag it where you want a minefield..
  • Rightclick > Trigger > Multiple



  • Bring up console (press N)

Give it these values:

Key: targetname
Value: minefield


GSC Scripts

Make sure the following is present in your maps/mp/mp_mapname.gsc

maps\mp\_load::main();

SoundAlias

  • The two sound used by the stock script are missing from Soundaliases files and even the WAV files are missing, get them here:

DOWNLOAD MISSING MINEFIELD ASSETS

  • In this Archive you will find the Soundalias required, distance and volume can be adjusted before compile to your liking;
  • Simply unpack the archive in your CODWaW Root folder to add the missing assets;

Zone Source

Add the following to your zone_source/mp_mapname.csv before compiling:

fx,explosions/grenadeExp_dirt
sound,mines,mp_yourmap,all_mp

You're done!