Anybody knows, how create a portable - version for CoDWaW Radiant? The essence this, some time, it need that CoDWaW Radiant loading from flash card. without all texture and without all xmodels. To be able to make prefabs in CoDWaW Radiant for example in during lunch time at work and make quick prefabs billet for further work at home. Because, if need very more prefabs for a map, it's take very very more time. its bad
setup full the CoDWaW and CoDWaW radiant all patches - not best method in work time . i think you understanding this moment )) at work it is impossible to do. but to me, to run from the flash drive is quite possible.
How can we adapted the CoDWaWRadiant that it work with (only): - With a single texture caulk, - Worked all settings (for make a any prefab) - not need using and work with xmodels and all textures except caulk texture.
a logic seeing that this able do or not? what any think about it?
Double Post Merge: February 14, 2017, 06:46:26 pmFor example, take more time
Double Post Merge: February 14, 2017, 06:54:27 pm Or! Or may be Any know, How can setting CoD2Radinat for quick prefabs for CoDWaW. How can setting grid in low to 0,25 grid in CoD2Radintm, but now its = 1 only
above this prefabs source i make in CoD2Radiant for CoDWaW but if this prefabs is big only then good
Anyone know how to fix the problem. On a dark evening map all dark, but a trees not dark. they have local light? how to equalize the level of lighting, and trees too?
i wrote wirldspawn setting here as:
waterdirection - 80 sunlight - 0.7 suncolor - here > Pale pink color sundirection -162 -112 0 diffusefraction - 0.2 sundiffusecolor - here > pale light blue ambient - 0.2 _color - here > very soft, pale lilac-blue contrastgain - 0.05 bouncefraction - 0.3 sunisprimarylight - 1 reflection_color_correction - default spawnflags - 7 skyboxmodel - skybox_rhi1
hi! easy question. anybody know, why fx_fog_... and ray_sun_... FX (with write positions in createFX folders: Clientscripts and Maps from mod-map folder) can't working? is it not depends from that if weather FX rain working?
Everyone saw when allies or enemy soldiers killed. (They slowly and smoothly go underground at the place where the fallen. (as CoD2). How to do it? Somebody knows? Maybe someone already has the solution. seems, this is should be easy to make, but how...
Anybody know, how make such thing... When any actors is dead then this xmodel is delete (or hide) from map over 5-6 seconds, like as in standart maps when we playing sp-maps.
I have idea. I want to do for map. I want put in a few locations on map ravens. I have seen, there is an example on the map (the first map about Berlin). I tried to understand how I using this scripts but I could not understand.
I found another (a variant script to animate the model raven). But it is not exactly what need, I tried to change it to your map, but then it does not work and the game freezes or other moment it working so:
But this is not what is required, besides, there is errors in the animation.
the script itself is as follows (in _anim.gsc file):
When Revans get script origin then its delete and this process return after 20 second ( i.e. ravens get location on stone brush and animation set again in there until player shoot in trigger ).
sit animation for raven - o_berlin1_courtyard_crow6_loop
fly animation for raven - o_berlin1_courtyard_crow6_outtro
and no woking sound of raven. Please help with this script.
Anybody can help me with the moment. I have idea.. want make allies spawning as custom heads, helms, body and weapons. how to spawning soldiers with different heads, different helms, different uniforms and different weapons (singleplayer).
For example, we have chosen the list: - Selected xmodel weapons and equipment for the soldiers: of 1 gun, 2 type of machine guns, 2 rifles, flame thrower and walkie-talkie; (weapons models:colt, m1garand, thompson, fraggrenade),
- Selected a few types of xmodels heads: (xmodels heads:char_usa_raider_head1_1, char_usa_marine_head3_4, char_usa_marine_head2_2, char_usa_raider_head3_3),
- Selected a few forms (xmodel of body of fighters): (xmodels bodyes:char_usa_marine_body1_1, char_usa_raider_body2_1, char_usa_marine_body2_2, char_usa_raider_player_body1_1),
- Selected a few helms (xmodel of helms of fighters): (xmodels helms:char_usa_marine_helm2, char_usa_raider_helm1, char_usa_marine_wet_helmm, char_usa_raider_helm3).
And how I can make for soldiers who spawning, every time I go over the trigger_multiple then soldiers random spawning (random: head + helm + body + weapon)?
Once, long ago, I saw an example work but this been Call of duty 2 only, and there been used switch script for rain. however, as make for allies xmodels, then I don't understand anything.
Need a simple and understandable example script how its can make. Perhaps someone already has such an example and he can help me with this topic.
----------------------------------------------------------------------------------------------------------------- With respect, Sergei
Anybody knows, Is there an utility for setting of a custom skybox?
About fine-tuning the skyboxs
I mean, is there a configuration utility for skyboxes?
For example, We loading a custom utility cross image of skybox and this utility generate setting item average values starting based from colors of image. I think such tool can be very, very helpful in setting realistic lighting scenes on a map.
for example, we have actor "Cpl. Jackson" (standing beside the player on moment starting the map) and when the map started then we need "Cpl. Jackson" run to another place "location_bunker" after 6 seconds after started the map. Next when now this "Cpl. Jackson" get the "location_bunker" he is (model) do hided or delete.. I don't know how correct this do it?
Anybody know, how this make it? Help me, please
--------------------------------------------- with respect, Sergei
I have idea. I understand that in theory is quite possible to do, but how? I want make in map.
When I run over a tunnel then I touch trigger_radius (or trigger_multiple) and it launches two effects: - effect of shaking ground in (targetname = location1) on my map (with ability to setting force in time of shaking again), - FX little fall dust from ceiling.
I understand that this trigger gives the command to start for the effect of shaking and FX little fall dust from the ceiling when the trigger activited.
I have only one example script for running - shaking of the earth (with the ability to setting for force shaking of the earth and jerky repetition period between). And that is all.
But how all this is to tie together the trigger and all this shake and FX, that when one player touch this trigger all this to working? But when a player get out from zone of this trigger then the effect of shaking of the earth and FX little fall dust from ceiling - both is switched off. But all this was repeat when one player reenters the action trigger zone. how i understand this is working - trigger_multiple.
Script is shaking of the earth:
Help me for resolve this problem, all tie together, please. (and yes, such an example i see even in CoD2, where you go in some of the maps in tunnel with allies and there it FX and Shake earth is working.
i don't remember that it the map, but in the map has captain Price, tanks and sand ground
Anybody knows, how to block the movement for player and hide his hand with weapon at the time of the first 5-10 seconds (for example) in loaded of map?
Something easy example (no large) for try understand and make on the map
in advance, very thank
----------------------------------- with respect, Sergei