Scripting List?

Tutorials for Call of Duty mapping

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Drofder2004
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Post by Drofder2004 » April 5th, 2006, 1:37 pm

The Hughe wrote:K .. do you think that is better than Dev-C++ because i have Microsoft Visual Studio 6 aswell .. i Found it in my box together with Visual Basic 6 :wink:
The name was familiar to me so i did take a look :P
I can honestly say, I've never used it for C/C++ only VB6. But if you use that and combine it with the MSDN it is a very helpful program.
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Post by The Hughe » April 5th, 2006, 8:53 pm

Drofder2004 wrote:
The Hughe wrote:K .. do you think that is better than Dev-C++ because i have Microsoft Visual Studio 6 aswell .. i Found it in my box together with Visual Basic 6 :wink:
The name was familiar to me so i did take a look :P
I can honestly say, I've never used it for C/C++ only VB6. But if you use that and combine it with the MSDN it is a very helpful program.
K .. i have asked a friend who is very far into programming .. he is using CSharp and doing stuff for Microsoft Vista .. he told me that VS6 a useful program is for C .. he is using Microsoft Visual Studio 2005

edit: i was trying to install it .. but it didnt seem to be Visual Studio .. i have the Visual Basic Learning edition i installed everything and i opened a .C file but it didnt seem to work .. i read the cd carefully .. there was only Service Pack 2 CD and a msdn Library Visual studio 6.0 .. i think i was too fast with making a conclusion i had Visual studio 6.0 :P

back to dev-C++ :P

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Post by leveller » April 6th, 2006, 9:36 am

i have bought a few 21 day books, but always found them to be a bit superficial, and never realy gave me the answer i was looking for.

what to say about compilers, some are good some are less, think its also one's personal preference.

i myself use "Borland Developer Studio 2006"
it has (for me) one big advantage:
Delphi 2006, C++Builder 2006, and C#Builder 2006 are now offered
together as part of Borland Developer Studio - Borland's multi-language
developer environment for Microsoft Windows and .NET applications.
It is the only integrated development environment (IDE) that includes
support for Delphi (both Windows and .NET), C, C++ and C# applications
within a single environment.
but sinds most of us (including my self said the fool) are low budget users, i would say,
go with the one you have or the one you can get your hands on(shareware freeware).

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Scripting??

Post by HavoC » September 19th, 2006, 1:34 am

i dont really get what thepoint of scripting is where to script and how to script olol?

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Re: Scripting??

Post by Drofder2004 » September 19th, 2006, 11:50 am

HavoC wrote:i dont really get what thepoint of scripting is where to script and how to script olol?
Scripting is used for many things. What is being referred to as scripting in this section is map scripting.

Map scripting is simply scripts that are put in to maps.
The most common mps scripts on stock maps are simply FX, for example flames.
The most common type of script on a custom jump map, is moving platforms.

Many things can be done with scripting to increase the fun of the map.
Scripting is being used for more and more things, such as "hidden paths" in Peds map, "Fans" in some of Lukes maps and many more.

Learning to script is something you only want to do if your mapping is pretty good and if you have enough time to deal with all the problems you will recieve while scripting.
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scripting

Post by HavoC » September 21st, 2006, 7:45 pm

ok ty can u just tell where u type in the scripting and how to make fire (if u can) spikes moving platforms invisible walls and bushes..i think thats it

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Re: scripting

Post by Drofder2004 » September 21st, 2006, 10:50 pm

HavoC wrote:ok ty can u just tell where u type in the scripting and how to make fire (if u can) spikes moving platforms invisible walls and bushes..i think thats it
lol, thats a list >.<

to make a script, your first need to start witha gsc file... (Every map has one, open up any map to see how they work...

Fire is made using a "loopfx" command inside the gsc, it also requires a variable to be defined to it...
check an existing map (which has fire) and you will see how it is done (its also available on ModsOnline)

Spikes are made using cones, that are stretched to size (they can be found under patch<primitives)

Moving Platforms are in most maps lately, so open up another maps gsc to see how they do it...

Invisible walls are like all walls... Except you need to give them a texture i.e clip_player

Bushes are models (usually). Check Modsonline on how to use models...
Model names for vCoD can be found here...
http://bzflag.free.fr/cod/index.php?l=0&u=a
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Post by HavoC » September 21st, 2006, 11:01 pm

...........oh lol kk.. but i do not see the gsc? :\?

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Post by Drofder2004 » September 22nd, 2006, 1:20 am

HavoC wrote:...........oh lol kk.. but i do not see the gsc? :\?
Find a map with fire.
Open the pk3.
Extract the gsc files.
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Scripting List?

Post by HavoC » September 29th, 2006, 2:08 am

:?: ok ty i have gsc file do i type wut i want in there then where do i put ti?

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scripting list?

Post by HavoC » October 16th, 2006, 1:34 am

http://bzflag.free.fr/cod/index.php?l=0&u=a how do i get these objects? do i type the stuff in somewhere? ifso where?

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Post by Drofder2004 » October 16th, 2006, 7:35 am

Right-Click the 2D window and select
Misc < Model

You will then have 2 windows pop up. Close the "open dialog" window and you should have the entity window open.

Now at the bottom of that window there are 2 boxes, key and value.

In the key box put
model

and in the value box put
xmodel/<modelname>
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scripting list?

Post by HavoC » October 16th, 2006, 11:58 am

ok thx drofder

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