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91
User Tutorials / WAW: How to add the Pack A Punch see quote to your map
« Last post by xXxCowmanxXx09 on September 11, 2016, 01:13:51 AM »
This is a tutorial showing you how to add the pack a punch see quotes to your map just like you see in WAW DLC 3 Der Riese.  I wondered how they did this for a while but I never bothered to look in the dlc3_teleporter.gsc to see if it was in there.  A few months back I took a look in there because I wanted to add that to Town of the Dead because I thought it was really cool how they added that in Der Riese.  Anyways lets get on to the tutorial.

Add a trigger to your map covering a place where you want it to trigger the quote for example a good place for this would be near a door where you can see the pack a punch in sight.

Next give it the same KVPS as I do.


Compile your map and test it in game and go to the same place as your placed that trigger and it should work.  If you found this tutorial useful then you can credit me but you don't have to because its just WAW scripts that was used. :)
92
User Tutorials / WAW: Hurt & Reloading & Melee sounds for the players
« Last post by xXxCowmanxXx09 on September 11, 2016, 12:38:17 AM »
I made these scripts myself about 5 months ago for my map Town of the Dead but because that map is done and I don't think I have a used for them anymore I decided to release the scripts for the community to add to their own maps.  When you add these scripts to your map it will make it so that the players will play a sound each time they reload like "RELOADING!!!!",  When they get hit by a zombie or take damage of any kind they will make a sound similar to "ARR".  And they will also make a grunt sound when they melee. 

Follow each step very carefully or else you will get errors.

First step: Find the line in zombiemode.gsc that's called
Code: [Select]
onPlayerSpawned()
Second step: Next go a few lines down till you find this line.
Code: [Select]
self thread player_zombie_breadcrumb();
Third step: After you find that line paste in this line:

If you want the reloading quotes add this line:
Code: [Select]
self thread player_reload();
If you want the melee quotes add this line:
Code: [Select]
self thread player_melee();
Four step: Go all the way to the bottem of your zombiemode.gsc and paste the following code depending on which ones you pasted above.

For player reloads
Code: [Select]
player_reload()
{
self endon( "disconnect" );
self endon( "death" );

for(;;)
{
self waittill( "reload_start" );
wpn = self getCurrentWeapon();
if( !isDefined( wpn ) || wpn == "" ) //List the weapons you don't want them to say vox when reloading.
{
continue;
}
if( level.player_is_speaking != 1 )
{
sound = maps\_zombiemode_weapons::get_player_index( self );
level.player_is_speaking = 1;
self playsound( "plr_" + sound + "_vox_gen_reload_0" );
wait 1.5;
level.player_is_speaking = 0;
}
else
{
wait 0.3;
continue;
}
wait 5; //Cool down time (Change this if you want them to say it less)
}
}

For player melee
Code: [Select]
player_melee()
{
self endon( "disconnect" );
self endon( "death" );

for(;;)
{
if( self MeleeButtonPressed())
{
if( level.player_is_speaking != 1 )
{
r = randomIntRange( 1, 7 );
sound = maps\_zombiemode_weapons::get_player_index( self );
level.player_is_speaking = 1;
self playsound( "plr_" + sound + "_vox_gen_exert_" + r );
wait 1;
level.player_is_speaking = 0;
}
}
wait 1;
}
}

Now you have fully installed melee & reloading quotes into your map hopefully without any errors.

Next if you want may want the grunt sounds played from the player for that its pretty simple all you need to do is follow the steps below.

First step find the line in zombiemode.gsc:
Code: [Select]
eAttacker notify( "hit_player" );That should be in
Code: [Select]
player_damage_override
Second step: below that paste in below that.
Code: [Select]
if( level.player_is_speaking != 1 )
{
soundnum = maps\_zombiemode_weapons::get_player_index(self);
ran = randomintrange(0, 5);
self playsound( "plr_" + soundnum + "_vox_gen_pain_" + ran );
}

Then that's it! You have fully followed all steps you need to know to install the player quotes into your map.  If you found this useful be sure & you add it to your map be sure to add the following credits:

-Cowman
-Partisan Executioner
-ClaytonM456

The sounds that play are cut qutoes from Call of Duty: World At War so there are no raw assets.  Thank you for looking at this topic :)
93
Animating / Modelling / Re: Need help with model ripping codol
« Last post by jzob123 on September 10, 2016, 04:13:33 AM »
It isnt possible for cod online to have lime/lemon
They store meshes in vram or something like that :/
What I had to do is manually UV map the models
You can always look up tutorials on youtube i recommend using the latest maya to UV map the models  ;)
94
Animating / Modelling / Re: Need help with model ripping codol
« Last post by swakking on September 10, 2016, 01:59:04 AM »
Damn well I better learn how to use ninja ripper
95
Animating / Modelling / Re: Need help with model ripping codol
« Last post by bwc66930 on September 09, 2016, 07:57:48 PM »
yeee tom never released a tool for codol, and he wont. your gonna have to use ninja ripper or something else

also lel that poll
96
Animating / Modelling / Re: Need help with model ripping codol
« Last post by leonidaskill on September 09, 2016, 07:54:13 PM »
Ask Tom for an older version of xmodel utils. Hope this helps!!
97
Animating / Modelling / Need help with model ripping codol
« Last post by swakking on September 09, 2016, 11:57:21 AM »
does anyone know how or can anyone give me tips for porting models from call of duty online tom's tools won't work
98
Modding / Re: Anyone know how to create a reticle in CoD4?
« Last post by R00feR on September 02, 2016, 10:22:21 PM »
 :) nice... but you could say that those are not Ghosts reticles  :P  next time just edit UV's  8) simpler and easier then playin with photoshop  ;D
99
Modding / Re: Anyone know how to create a reticle in CoD4?
« Last post by C20Dragon on September 02, 2016, 09:12:46 PM »
That's what I did, what you show in the video.
 It's must either be CoD4 or the mod I'm importing the weapon to.

either way I fixed it.
Had to offset the red dot on the psd file  :P

Once again thanks for pointing me in the right direction Roofer.
Spoiler :


100
Modding / Re: Anyone know how to create a reticle in CoD4?
« Last post by R00feR on September 02, 2016, 11:00:25 AM »
i dont remmeber exactly but isnt reticle a separate mesh?  ???  if so.. when you drop binded reticle mesh into  reflex sight scene hold "V" and snap your reticle into proper reticle joint  like this...
Spoiler :
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