Page 1 of 4 123 ... LastLast
Results 1 to 10 of 32

Thread: Modify SD Bombs

  1. #1
    Lieutenant Loveboy's Avatar
    Join Date
    Nov 2012
    Posts
    546
    Thanks
    229
    Thanked 72 Times in 46 Posts

    Modify SD Bombs

    Hello Guys, you know maybe where I can find the SD bombs, where will called on maps the bombs of the gametype sd? (map_source/prefabs/MP/sd_BOMBNAME.map)
    Where I can find, which .map will called on the map as example mp_burgundy? Any Ideas?

    (I tried to find in _load.gsc and _utility.gsc, but I found nothing there)

    Thank you for every help!

  2. #2
    Brigadier General
    Join Date
    Oct 2012
    Posts
    998
    Thanks
    20
    Thanked 589 Times in 389 Posts
    Quote Originally Posted by Loveboy View Post
    Hello Guys, you know maybe where I can find the SD bombs, where will called on maps the bombs of the gametype sd? (map_source/prefabs/MP/sd_BOMBNAME.map)
    Where I can find, which .map will called on the map as example mp_burgundy? Any Ideas?

    (I tried to find in _load.gsc and _utility.gsc, but I found nothing there)

    Thank you for every help!
    I don't understand your question. What do you mean what .MAP file are the bomb zones in? They are in each .D3DBSP file - under the targetname "bombzone".

    Or are you asking what prefab is used when building a custom map? And the answer to that is, they are located in the mod tools:

    Code:
    [COD2 ROOT INSTALL]/map_source/prefabs/MP
    There are 18 different prefabs to choose from for each bombzone (A or B).

    Hope that answers your question. If not, be clearer about what it is you want.

  3. The Following User Says Thank You to Tally For This Useful Post:

    Loveboy (14th October 2013)

  4. #3
    Lieutenant Loveboy's Avatar
    Join Date
    Nov 2012
    Posts
    546
    Thanks
    229
    Thanked 72 Times in 46 Posts
    Hello Tally, I meant that with the bomb of the maps. Every map has got other bomb. Here the bombs of burgundy (A)

    Click image for larger version. 

Name:	bomb.jpg 
Views:	142 
Size:	452.7 KB 
ID:	475

    And here somewhere of the file has got the map burgundy (bombs)

    Click image for larger version. 

Name:	files.jpg 
Views:	138 
Size:	378.6 KB 
ID:	476

    And one of the script looks like so...

    Code:
    iwmap 4
    // entity 0
    {
    "ambient" ".5"
    "sunlight" "2"
    "sundirection" "-45 95 0"
    "suncolor" "1.000000 1.000000 0.882353"
    "classname" "worldspawn"
    "sundiffusecolor" "0.909804 0.952941 1.000000"
    "_color" "1 1 1"
    }
    // entity 1
    {
    "target" "auto1"
    "script_bombmode_single" "1"
    "script_team" "axis"
    "script_bombmode_dual" "1"
    "script_bombmode_original" "1"
    "script_label" "A"
    "classname" "trigger_use_touch"
    "targetname" "bombzone"
    "script_gameobjectname" "bombzone"
    // brush 0
    {
     ( -16 -32 -32 ) ( -16 16 -32 ) ( -16 16 64 ) origin 64 64 864 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -16 16 -32 ) ( 32 16 -32 ) ( 32 16 64 ) origin 64 64 432 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 16 16 -32 ) ( 16 -32 -32 ) ( 16 -32 64 ) origin 64 64 864 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 32 -16 -32 ) ( -16 -16 -32 ) ( -16 -16 64 ) origin 64 64 432 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 32 -32 64 ) ( -16 -32 64 ) ( -16 16 64 ) origin 64 64 432 -864 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -16 -32 32 ) ( 32 -32 32 ) ( 32 16 32 ) origin 64 64 432 -864 0 0 lightmap_gray 16384 16384 0 0 0 0
    }
    // brush 1
    {
     ( 80 176 0 ) ( -112 176 0 ) ( -112 -224 0 ) trigger 64 64 432 -848 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -132 -224 96 ) ( -132 176 96 ) ( 60 176 96 ) trigger 64 64 432 -848 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -96 -112 16 ) ( 96 -112 16 ) ( 96 -112 0 ) trigger 64 64 432 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 112 -224 16 ) ( 112 176 16 ) ( 112 176 0 ) trigger 64 64 848 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 80 112 16 ) ( -112 112 16 ) ( -112 112 0 ) trigger 64 64 432 16 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -112 176 16 ) ( -112 -224 16 ) ( -112 -224 0 ) trigger 64 64 848 16 0 0 lightmap_gray 16384 16384 0 0 0 0
    }
    }
    // entity 2
    {
    "script_sound" "flak88_explode"
    "classname" "script_model"
    "model" "xmodel/german_artillery_flak88_aa_nm_d_static"
    "angles" "0 90 0"
    "script_exploder" "1"
    "targetname" "exploder"
    "origin" "0 0 0"
    "script_gameobjectname" "bombzone"
    }
    // entity 3
    {
    "origin" "0 0 0"
    "script_exploder" "1"
    "angles" "0 90 0"
    "model" "xmodel/german_artillery_flak88_aa_nm_static"
    "classname" "script_model"
    "script_gameobjectname" "bombzone"
    }
    // entity 4
    {
    "targetname" "auto1"
    "script_exploder" "1"
    "script_fxid" "flak_explosion"
    "classname" "script_model"
    "model" "xmodel/fx"
    "origin" "0 0 0"
    "script_gameobjectname" "bombzone"
    }
    // entity 5
    {
    "script_gameobjectname" "bombzone"
    "exploder" "1"
    "classname" "script_brushmodel"
    // brush 0
    {
     ( 32 72 0 ) ( -32 72 0 ) ( -32 -80 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -32 -78 128 ) ( -32 74 128 ) ( 32 74 128 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -32 -64 96 ) ( 32 -64 96 ) ( 32 -64 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 26 -80 96 ) ( 26 72 96 ) ( 26 72 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( 28 58 96 ) ( -36 58 96 ) ( -36 58 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
     ( -32 88 96 ) ( -32 -64 96 ) ( -32 -64 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
    }
    }
    There is the trigger and models in the .map file

    Click image for larger version. 

Name:	something.jpg 
Views:	140 
Size:	181.0 KB 
ID:	477

    But my question: Every map has got other bomb, so other .MAP file. But from where are the .map called for the maps? As example for the map mp_burgundy? I want to change the path, so it can get another model too.

  5. #4
    Sergeant serthy's Avatar
    Join Date
    Nov 2012
    Posts
    450
    Thanks
    96
    Thanked 296 Times in 188 Posts
    You didnt get the Problem here Loveboy.
    These 'bomb'-objects are script_brushmodels (in your *.map file) and they are compiled into the mapname.d3dbsp, there is no way to change them!
    You can create you own maps and use the prefabs of these, but you have to compile them before you are able to play on your maps.
    The only possible way to have other bomb-objects is to delete the original ones and spawn some xmodels, however these dont have any collision.
    (faking collision with spawning triggers + setcontents)
    You could also try to change the models of the script_models, but i dont know of this will work.
    Last edited by serthy; 14th October 2013 at 22:38.

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

    Loveboy (14th October 2013)

  7. #5
    Private
    Join Date
    Jan 2013
    Location
    Hungary
    Posts
    113
    Thanks
    10
    Thanked 74 Times in 45 Posts
    Quote Originally Posted by serthy View Post
    You didnt get the Problem here Loveboy.
    These 'bomb'-objects are script_brushmodels (in your *.map file) and they are compiled into the mapname.d3dbsp, there is no way to change them!
    Actually, there is way to get script_models in scripts, so maybe he can set a new model with setModel() function. In theory, not tested yet!!!

  8. #6
    Brigadier General
    Join Date
    Oct 2012
    Posts
    998
    Thanks
    20
    Thanked 589 Times in 389 Posts
    Quote Originally Posted by randall View Post
    Actually, there is way to get script_models in scripts, so maybe he can set a new model with setModel() function. In theory, not tested yet!!!
    Yes, you should be able to delete the original bombzone models, and then replace them with new models via script.

  9. #7
    Lieutenant Loveboy's Avatar
    Join Date
    Nov 2012
    Posts
    546
    Thanks
    229
    Thanked 72 Times in 46 Posts
    Yes, you should be able to delete the original bombzone models, and then replace them with new models via script.
    Can you give me an example for replace the model with new models via script?

  10. #8
    Brigadier General
    Join Date
    Oct 2012
    Posts
    998
    Thanks
    20
    Thanked 589 Times in 389 Posts
    Quote Originally Posted by Loveboy View Post
    Can you give me an example for replace the model with new models via script?
    OK, here it is:

    Before:



    After:



    And here is a (bad quality) video of the whole gametype working, with solid models:

    http://www.youtube.com/watch?v=Vlr4A...ature=youtu.be

    It was acheived with a very basic function to delete the existing bombzone model, and replace it with another:

    PHP Code:
    replaceModels()
    {
        
    level.saved_origin = [];
        
        
    entitytypes getentarray();
        for( 
    0entitytypes.sizei++ )
        {
            if( 
    isdefinedentitytypes[i].script_gameobjectname ) )
            {
                
    gameobjectnames strtokentitytypes[i].script_gameobjectname" " );
                
                for( 
    0gameobjectnames.sizek++ )
                {
                    if( 
    gameobjectnames[k] == "bombzone" )
                    {    
                        if( 
    entitytypes[i].classname == "script_model" )
                        {
                            
    level.saved_origin[level.saved_origin.size] = entitytypes[i].origin;
                            
    entitytypes[idelete();
                        }
                    }
                }

            }
        }

        for( 
    i=0level.saved_origin.sizei++ )
        {
            
    replace spawn"script_model"level.saved_origin[i] );
            
    replace setModel"xmodel/vehicle_halftrack_rockets_snow_static" );
        }

    When the bomb explodes, you have to delete the static model, and replace it with a destroyed model (because the script exploders wont work on the new models):

    PHP Code:
    deleteModel()
    {
        
    entitytypes getentarray();
        for( 
    0entitytypes.sizei++ )
        {
            if( 
    entitytypes[i].classname == "script_model" )
            {
                if( 
    entitytypes[i].model == "xmodel/vehicle_halftrack_rockets_snow_static" )
                {
                    
    replaceDestroyed spawn"script_model"entitytypes[i].origin );
                    
    replaceDestroyed setModel"xmodel/vehicle_halftrack_rockets_woodland_d_stat" );
                    
                    
    entitytypes[iplaysound"flak88_explode" );
                    
    entitytypes[idelete();
                }
            }
        }

    Here is a download for the complete SD code with added functions:

    DOWNLOAD

  11. The Following 5 Users Say Thank You to Tally For This Useful Post:

    kung foo man (15th October 2013),Loveboy (15th October 2013),Ni3ls (16th October 2013),RobsoN (16th October 2013),YuriJurek (15th October 2013)

  12. #9
    Lieutenant Loveboy's Avatar
    Join Date
    Nov 2012
    Posts
    546
    Thanks
    229
    Thanked 72 Times in 46 Posts
    Thank you Tally!

  13. #10
    Lieutenant Loveboy's Avatar
    Join Date
    Nov 2012
    Posts
    546
    Thanks
    229
    Thanked 72 Times in 46 Posts
    Is there a way to make the model solid?

    Can't I spawn a Clip?

    I want surely not this xD

    Click image for larger version. 

Name:	no_solid.jpg 
Views:	116 
Size:	191.1 KB 
ID:	481
    Last edited by Loveboy; 15th October 2013 at 22:07.

Posting Permissions

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