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[UGX Tutorial] Basic Script Set Up for MP maps

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Created 13 years ago
by Cold
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Former UGX Mapper, Musician and Pessimist.
Location: gbKingston upon Thames
Date Registered: 25 June 2011
Last active: 5 years ago
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Right this is for testing your map, once your happy you can start implementing some of the game types.
This is a re-written version of what is on the Treyarch and CCoD wiki but in my simple and down to earth style. I wrote this specifically to help someone.

Ok - Basic MP map scripts.

To run your basic MP map you need a few components:
1. In the map. In the map you need, the area you are testing... or simply, THE MAP! The map must contain:
   - Some DM spawns (I say minimum of 3 of everything)
   - Some TDM Allies spawns.
   - Some TDM Axis spawns.
   - Some TDM respawn points.
   - A Global intermission (only 1)
   - A Reflection probe
See: Adding Spawns

2. Now we set up the scripts:
 
THIS IS THE MAP GSC... this is what is refereed to as the map gsc, or the main file that controls the map:

Code Snippet
cpp
main()
{
//maps\mp\mp_yourmapname_fx::main();
maps\mp\_load::main();

//maps\mp\_compass::setupMiniMap("compass_map_mp_yourmapname");

// If the team nationalites change in this file,
// you must update the team nationality in the level's csc file as well!
game["allies"] = "marines";
game["axis"] = "german";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "german";
game["axis_soldiertype"] = "german";

setdvar( "r_specularcolorscale", "1" );
setdvar("compassmaxrange","2100");

}


So:
   1. Open note pad.
   2. Paste in the above script (credit to the CCOD wiki).
   3. Save the file as yourmapname.gsc (so if my map was mp_trees my file should be called mp_trees.gsc)
        - Make sure below all files is selected, not text file.
        - If you have notepad ++ or SciTe or any text edit program it may be used.

VID TUT REMOVED.... sound out of sync for some reason.. remaking + uploading else where
Last Edit: June 29, 2011, 03:27:42 pm by Cold

 
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