Call of Duty 5: Players Model: Difference between revisions

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You can download a "fixed" _teams.gsc file here:
Extreme/ACE/AWE already have a fixed '''_teams.gsc''' so its best to use those mod while testing your Level;
 
{{Download|http://tallys-world.com/downloads/fixed_teams.zip|Tally's Fixed Teams - 7.80kb}}
 
{{Color|'''To use this file:'''|yellow}}<br>
You must create a IWD archive containing the new _teams.gsc and place in a mod folder; <br>
 
{{Warning|This is only in the case that the Mod in use DOES NOT have the fixed _teams.gsc already!!}}
 
Extreme/ACE/AWE already have it so Skip this steps if you are using that;


{{Warning|This is not for Mappers!! Mappers SHOULD NOT include the fixed file in their map release!}}
{{Warning|This is not for Mappers!! Mappers SHOULD NOT include the fixed file in their map release!}}


== Player Model Classes ==
== Player Model Classes ==

Revision as of 22:54, 1 May 2010

This article is to help you select the Player Models for your maps.

Player Model Teams

Like any other Call Of Duty Game, COD:WW uses the usual team split:

  • Allies
  • Axis

In Allies you have:

US Marines
Russian Red Army

In Axis you have:

Japanese Imperial Army
German Wehrmacht

Just as in COD4, with the SAS vs Spatsnez team problem, there is a problem with the default _teams.gsc file - it assumes that a custom map is listed in mapsTable.csv, and will default you to using Marines (Americans) and Japanese.


Extreme/ACE/AWE already have a fixed _teams.gsc so its best to use those mod while testing your Level;

This is not for Mappers!! Mappers SHOULD NOT include the fixed file in their map release!

Player Model Classes

Again, as in COD4:MW, COD:WW is re-using the class system:

  • Rifleman
  • Light Gunner
  • Heavy Gunner
  • Close Assault
  • Sniper


For the modders, here are the Script Classes for each:
  • Rifleman > ASSAULT
  • Light Gunner > SPECOPS
  • Heavy Gunner > SUPPORT
  • Close Assault > RECON
  • Sniper > SNIPER


MAP GSC Syntax

There are 4 combiantion possible for your MP Levels in regards to Player Models:


  • US Marines vs.Japanese Imperial Army
	game["allies"] = "marines";
	game["axis"] = "japanese";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["allies_soldiertype"] = "pacific";
	game["axis_soldiertype"] = "pacific";
  • Russian Red Army vs. German Wehrmacht
	game["allies"] = "russian";
	game["axis"] = "german";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "german";
	game["axis_soldiertype"] = "german";
  • US Marines vs. German Wehrmacht
	game["allies"] = "marines";
	game["axis"] = "german";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "pacific";
	game["axis_soldiertype"] = "german";
  • Russian Red Army vs. Japanese Imperial Army
	game["allies"] = "russian";
	game["axis"] = "japanese";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["allies_soldiertype"] = "german";
	game["axis_soldiertype"] = "pacific";
Note that the last 2 examples aren't historically correct in terms of the Uniforms or Events.


In your Map GSC simply place the relevant section from your choice.


Compiling Player Model Factions/SoldierTypes

To get the right models compiled into your map, just as in COD4, you use an #include, and reference a relevant .CSV file for that faction:

include,mptypes_german

This is for both German (Wehrmacht) and Russians, as the Russians are actually classed as a "german" soldiertype

include,mptypes_pacific

This is for both the Marines (American) and Imperial Army (Japanese)

Place these includes in your map's zone .CSV file, just as you did for COD4

Treyarch didnt't include the mptypes CSV files with the RAW dump, so I created them for you to download:

LOCAL Mirror

  • This download also bring you Marines VS Wehrmacht and Russians VS Japanese
ONLY ALWAYS USE ONE include,mptypes_' LINE IN YOUR ZONE FILE!

Player Models Pictures

The order is always as follow:

Rifleman
Light Gunner
Heavy Gunner
Close Assault
Sniper

US Marines

Japanese Imperial Army

Russian Red Army

German Wehrmacht


MAPSTABLE.CSV

if a map uses a custom mapstable.csv, this get's over all the problems that the stock _teams.gsc file causes: no more "gun in the face" problem.
  • The game reads the custom mapstable.csv file, and gets its character models from that:
# Map Data Table,,,,,,,,,,
a0,b1,c2,d3,e4,f5,g6,h7,i8,j9,k10
maxnum_map,1,,,,,,,,,
#mapname,#allies characters,#axis characters,#mapname,#mapimage,#index,#description,#mapoverlay,#map size description,#vehicles,#splitscreen
mp_campdavid,german,german,CUSTOM_CAMPDAVID,loadscreen_mp_campdavid,0,CUSTOM_DESC_MAP_CAMPDAVID,compass_overlay_map_airfield,MEDIUM,NO,NO
  • This satisfies what _teams.gsc looks for:
alliesCharSet = tableLookup( "mp/mapsTable.csv", 0, getDvar( "mapname" ), 1 );
axisCharSet = tableLookup( "mp/mapsTable.csv", 0, getDvar( "mapname" ), 2 );
  • To add the custom map table to your map, Add this line to your Zone Source file map_mapname.csv
stringtable,mp/mapstable.csv
If every mapper did this, there would be no need for a modded _teams.gsc file being included in a map's IWD file.


--Zaphax. 20:37, 10 November 2008 (UTC)