Page 1 of 2 12 LastLast
Results 1 to 10 of 12

Thread: Creating new mod for Call of Duty 2 : race

  1. #1
    Private
    Join Date
    Jul 2012
    Location
    France
    Posts
    21
    Thanks
    1
    Thanked 9 Times in 6 Posts

    Creating new mod for Call of Duty 2 : race

    Hello to everybody

    I'm thinking to create this new mod fod COD2, gametype name : race
    I'll write all things you have to know :


    First : Maps to create, i thinking about mario kart maps ( most populair as priority )

    Second : To race, maybe use this actual jeeps but like Jared says ( thx to him ), they have some bugs... For shocks or other things.

    Third : The rules, i'll try to explain as better i can...



    How to play/get points & win ?
    --> It's easy to play, like the mod is, it's only races, we have to get/drive jeeps ( 2 guys maximum, it's important, note it ), driving touch = shift.

    --> To get points, you have 2 ways :
    - Try to finish 1st to get bonus points at end ( i'll give you for every positions next )
    - The co-driver ( helper ) inside the jeep at the second place have to take objects like mario kart but in this situation, objects = weapons, and weapons are on the ground, and ONLY the guy who's no drive can take them. You have to try to kill other guys in other jeeps, to get better place at end.

    --> For win, you have to get the most of points of the race/circuit at end.
    --> How it end ? When all other players are down, or when all jeeps are no longer usable...


    How much players to play that ?
    --> If it's possible to keep actual jeeps ( 2 places ), i think about 12 of them, 12 x 2 guys = 24 players

    /!\ Bonus points for positions /!\

    1st : 15 points
    2nd : 12 points
    3rd : 10 points
    4th : 8 points
    5th : 7 points
    6th : 6 points
    7th : 5 points
    8th : 4 points
    9th : 3 points
    10th : 2 points
    11th : 1 point
    12th : 0 point

    I can try to make maps but with my shitty experience of it ( ^^ ), it will took years... So if anybody can say his opinion about this ( good or bad idea ), it's welcome .

    Sure, i still search awesome :
    --> Mapper(s)
    --> Modder(s)
    --> Scripter(s)

    You can ask any question here or on my xfire : puissantxx


    Have a good game
    Last edited by Puissant; 9th February 2013 at 22:07.

  2. The Following 3 Users Say Thank You to Puissant For This Useful Post:

    EvoloZz (10th February 2013),Jeplaa (10th February 2013),kung foo man (9th February 2013)

  3. #2
    Assadministrator kung foo man's Avatar
    Join Date
    Jun 2012
    Location
    trailerpark
    Posts
    2,014
    Thanks
    2,110
    Thanked 1,086 Times in 753 Posts
    Sounds nice, when you start?
    timescale 0.01

  4. #3
    Private
    Join Date
    Jul 2012
    Location
    France
    Posts
    21
    Thanks
    1
    Thanked 9 Times in 6 Posts
    Thx man, ehm, i dont know ^^, who can help for that, i mean, creating maps, scripts, debug jeeps, weapons on ground etc :/

  5. #4
    Sergeant serthy's Avatar
    Join Date
    Nov 2012
    Posts
    450
    Thanks
    96
    Thanked 296 Times in 188 Posts
    Code:
    groundVehicleLogic()
    {
    	self endon( "death" );
    	self endon( "destroyed" );
    
    	speedTreshold = 3;
    
    	for( speedAdd = 0 ; isDefined( self ) ; speedAdd = 0 )
    	{	
    		wait( 0.1 );
    
    		self.anglesF = anglesToForward( self.angles );
    
    		if( !isDefined( self.driver ) || self.driver.sessionstate != "playing" )
    		{
    			if( self.speed > speedTreshold )
    				self.speed -= 1;
    		}
    		else
    		{
    			self.forward = self.driver getPlayerAngles();
    
    			if( self.driver meleeButtonPressed() )
    			{
    				if( self.driver useButtonPressed() )
    				{
    					speedAdd -= 2;
    				}
    				else
    				{
    					speedAdd += 2;
    				}
    			}
    			else 
    			{
    				if( self.speed != 0 )
    					speedAdd += ( -1 * self.gear );
    			}
    		}
    
    		self vehGiveSpeed( speedAdd ); //self.speed += speed; clamp( speed , minspeed , maxspeed ); if speed < 0 self.gear = -1 < backwards else forwards gear = 1
    
    		if( self.speed * self.gear > speedTreshold )
    		{
    			speedVec = vectorScale( self.anglesF , self.speed );
    			traceStart = self.origin + ( 0 , 0 , 40 );
    			traceEnd = traceStart + speedVec;
    
    			trace = bulletTrace( traceStart , traceEnd , true , self );
    
    			if( !self checkCollission( trace ) )//check if collision = player or world geometry
    			{
    				nextPos = self.origin + speedVec;
    				trace = bulletTrace( nextPos + ( 0 , 0 , level.groundVehicle_climbhigh ) , ( nextPos[0] , nextPos[1] , self.origin[2] - 256 ) , false , self );//climbhigh, max high of travelling
    
    				if( !self checkCollission( trace ) )
    					nextPos = trace["position"];
    			}
    			else //collide, inverse speed
    			{
    				nextPos = self.origin;
    
    				self.speed = int( self.speed * -0.5 );
    			}
    
    			self moveTo( nextPos , 0.1 , 0 , 0 );
    
    			self.yaw = self.forward[1];
    
    			self rotateTo( ( self.pitch , self.yaw , self.roll ) , 0.2 , 0 , 0 );
    		}
    	}
    }
    ingame:

    http://www.xfire.com/videos/5bda89

    if you want to align your vehicle to the ground:
    Code:
    	if( self.rotateVehicle )//no need to rotate every cycle...
    	{
    		self.rotateVehicle = false;
    
    		if( nextPos != self.origin )
    		{
    			self.pitch = vectorToAngles( nextPos - self.origin );
    			self.pitch = self.pitch[0];
    		}
    		else
    		{
    			self.pitch = 0;
    		}
    
    		s = vectorScale( self.anglesR , 100 );
    		l = bulletTrace( self.origin - s + ( 0 , 0 , 64 ) , self.origin - s - ( 0 , 0 , 64 ) , false , self ); //check left
    		r = bulletTrace( self.origin + s + ( 0 , 0 , 64 ) , self.origin + s - ( 0 , 0 , 64 ) , false , self ); //check right
    		roll = vectorToAngles( r["position"] - l["position"] ); 
    		roll = roll[0];
    	
    		hDiff = angleDiff( self.angles[1] , self.direction[1] );
    		hDir = turnDir( hDiff );//left, rght >> -1 , 1 
    		hDiff *= hDir;
    
    		self.pitch = self.pitch * self.gear;
    		self.yaw = self.angles[1] + ( min( hDiff , self.maxYawRate ) * hDir ); //max yaw add per cycle
    		self.roll = roll;
    
    		self rotateTo( ( self.pitch , self.yaw , self.roll ) , 0.2 , 0 , 0 );
    	}

    this is the most light-weighted vehicle code which i have done, i thinks its a good way, but since it uses not this many bullettraces (1-2 for collission, 2 for rotation every 2 cycles = app. 2,25 bullettraces every 0.1 secs)

    for comparison:
    the un vehicle mod uses like 5 for collision, 4 for every tire rotation, and again more than 5 for player detection per vehicle = app. 15 traces every 0.1 secs

  6. The Following User Says Thank You to serthy For This Useful Post:

    kung foo man (10th February 2013)

  7. #5
    Assadministrator IzNoGoD's Avatar
    Join Date
    Aug 2012
    Posts
    1,725
    Thanks
    17
    Thanked 1,080 Times in 682 Posts

  8. The Following User Says Thank You to IzNoGoD For This Useful Post:

    kung foo man (10th February 2013)

  9. #6
    Lieutenant Loveboy's Avatar
    Join Date
    Nov 2012
    Posts
    546
    Thanks
    229
    Thanked 72 Times in 46 Posts
    I am a mapper. I can make for you maps. Add me on Xfire if you need me: 2call2of2duty2

  10. The Following User Says Thank You to Loveboy For This Useful Post:

    kung foo man (10th February 2013)

  11. #7
    Private
    Join Date
    Jul 2012
    Location
    France
    Posts
    21
    Thanks
    1
    Thanked 9 Times in 6 Posts
    Serthy,

    1st : I added you on xfire
    2nd : I totally begin with mods, i'm far to be pro with this codes, you speak chinese for me ^^



    @IzNoGoD

    Nice video man, why not, it change ^^, but my question is : It's possible to be 2 in one car only ?


    @Loveboy

    I added you and thx

  12. #8
    Brigadier General
    Join Date
    Oct 2012
    Posts
    998
    Thanks
    20
    Thanked 589 Times in 389 Posts
    Quote Originally Posted by Puissant View Post
    Serthy,

    1st : I added you on xfire
    2nd : I totally begin with mods, i'm far to be pro with this codes, you speak chinese for me ^^



    @IzNoGoD

    Nice video man, why not, it change ^^, but my question is : It's possible to be 2 in one car only ?


    @Loveboy

    I added you and thx
    It's all been done before. Check out United Noobs Vehicle mod for COD2:

    http://forum.i3d.net/modifications-c...icles-mod.html

    Developed in 2006, and released to the public in 2007. Tanks, jeeps, planes, and Flak 88. 2 man jeeps - one drives, the other man's an MG.

    FYI - the guy who made the mod is the same guy who did the first xmodel exporter. His website is DieagoLogic.com. I am pleased to say he was a personal friend of mine, and we did many mods together. One of them was custom multiplayer maps for COD2 long before the mod tools came out:

    http://callofduty.filefront.com/file...p_Pack_1;56488

    To accomplish them, El Diablo made a small program which stripped out all the SP entities from a SP map. Effectively it left it free to run on a MP server, once the MP spawns and level script had been added.
    Last edited by Tally; 10th February 2013 at 13:52.

  13. #9
    Private
    Join Date
    Jul 2012
    Location
    France
    Posts
    21
    Thanks
    1
    Thanked 9 Times in 6 Posts
    Quote Originally Posted by Tally View Post
    It's all been done before. Check out United Noobs Vehicle mod for COD2:

    http://forum.i3d.net/modifications-c...icles-mod.html

    Developed in 2006, and released to the public in 2007. Tanks, jeeps, planes, and Flak 88. 2 man jeeps - one drives, the other man's an MG.

    FYI - the guy who made the mod is the same guy who did the first xmodel exporter. His website is DieagoLogic.com. I am pleased to say he was a personal friend of mine, and we did many mods together. One of them was custom multiplayer maps for COD2 long before the mod tools came out:

    http://callofduty.filefront.com/file...p_Pack_1;56488

    To accomplish them, El Diablo made a small program which stripped out all the SP entities from a SP map. Effectively it left it free to run on a MP server, once the MP spawns and level script had been added.
    Hey Tally,

    Thx for that link, but it says no web page found at the adress : http........
    Erreur 6 (net::ERR_FILE_NOT_FOUND) : Fichier ou répertoire introuvable

    Do you know why ? Or maybe do you have other site i can get it ? ( speedyshare ? )

  14. #10
    Brigadier General
    Join Date
    Oct 2012
    Posts
    998
    Thanks
    20
    Thanked 589 Times in 389 Posts
    Here is the download link:

    http://forum.i3d.net/downloads.php?do=file&id=1343

    Just click the blue download button at top right.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •