27th February 2018, 20:04
The AWE code was broken. You aren't supposed to stand there with a turret gun in your hands, and have a turret on the floor. That isn't deploying your weapon, that's spawning another new weapon on...
27th February 2018, 19:06
Okay, here it is. Please get the download from here: DOWNLOAD
Some notes:
1. I did not mess too much with the menus. In my opinion, they are a mess, but it would take a long time to sort them...
27th February 2018, 16:52
You have this for the flamethrower:
itemDef
{
name "button_flamethrower"
visible 1
rect 0 0 128 24
origin ORIGIN_CHOICE5
forecolor ...
27th February 2018, 15:50
I'm nearly done with the deployable mg42 and 30cal. It's nearly finished. So, I'm not going to do more additions right. I simply don't have the time. Maybe in a week or so, when I get some spare...
23rd February 2018, 18:15
Nope, there was no code to create a binocular hint. And there was no code for a falling bomb model.
Anyway, all done. Download the latest version.
23rd February 2018, 17:25
You had a lot of materials files without the IWI files to go with them. Hence, why you were getting errors. I've removed all of the unwanted materials files, and just left you the bullet one.
...
23rd February 2018, 15:52
I've attached an edited version of the merciless _artillery.gsc file, which will give every player artillery on spawn. All I did is remove the class system, so every player can have artillery.
...
23rd February 2018, 12:22
So, let me get this clear: you want to have an MG42 selectable from the weapons menu, and you want to be able to deploy it, so that it is like a static MG42? If I've got that right, let me make some...
23rd February 2018, 12:09
Okay, here it is. Sorry it's late but I've been busy.
See the attachment.
Again, as before, I've used TDM gametype to start it all off. Just look for //--- Artillery ---// in the code and that...
22nd February 2018, 14:38
I have to go out on business unexpectedly, but I will get to it once I get back this evening (It is currently 2.30 pm here in the UK).
22nd February 2018, 10:06
An artillery strike mod is fairly simple. I'll do a stand-alone one later and add a download for you.
EDIT -
It has just occurred to me - how do you want the artillery to start and to who do...
22nd February 2018, 09:08
I've attached a second complete working one, where the puke sounds work as well. Please see attachment.
If you still get errors, zip your mod up and attach it to your next post. I'll download it...
21st February 2018, 21:45
Okay, I found the problem - there was a function which needed to be threaded because it lead to a loop.
Try this instead:
gasPlayer( eAttacker, eAttacker, iDamage, iDFlags, sMeansOfDeath,...
21st February 2018, 18:38
I just checked the soundalias file and there was a problem with the header info matching the entries. So, I fixed it. Please download from the attachment and test again.
21st February 2018, 16:14
I've done a complete mustard gas mod for you. All the files from the merciless mod are in there, plus some files that were missing. Please see the attachment.
I've only done TDM gametype. You will...
21st February 2018, 10:48
The GSC file that handles mustard gas damage is in _mc2\_mc2_mcFX:
Allies:
_mc2\_mc2_mcFX::AlliedMonitorMustardGas();
_mc2\_mc2_mcFX::AlliedGasPlayer();
Axis:
19th February 2018, 22:26
Wow! I haven't seen this version of my sprint mod for about 10 years. I think I made this version for the "Battle for Europe" online game site in 2006 or maybe 2007. I can't remember, it was that...
26th September 2015, 14:28
You can theoretically precache 1000 xmodels, but you will likely crash the server with the index-model overflow error before you get there, because maps have models in them to start with.
What...
24th September 2015, 08:56
I can't improve on voron00's post as regards the log string, but just for future reference:
1. starting in 2003, COD1 used a HEAVILY MODIFIED Quake 3 engine (the engine was given to them by...
23rd September 2015, 11:57
CODfiles (Filefront) has officially closed as of 21st September. The site was a good resource for older mods for the Call of Duty series, going right back to 2003. I saw some of my old mods in there...
22nd September 2015, 11:51
That link is a bit misleading because it is for COD4, and COD4 has a ton of functions not found in COD2. If you have the COD2 mod tools, you have the COD2 script reference library - just go to the...
15th September 2015, 23:32
Because this is a mod for COD2 1.3 and in that version there is a dvar which will make an IWD file with "_sv_" in its name server-side only. But this is not a feature of 1.0.
Hence, the readme...