Search found 2520 matches

by bdbodger
Wed Dec 02, 2009 4:32 am
Forum: Mapping
Topic: Spearhead SDK
Replies: 18
Views: 3678

Ok I see you WANT to make spearhead maps . The SDK won't mess up AA but do as I said to make AA maps . I forgot to mention that the compiler for AA should be kept to compile maps for AA . The versions of Qmap.exe and Mohlight.exe are different for each game . AA compilers will create map that work I ...
by bdbodger
Tue Dec 01, 2009 4:51 am
Forum: Mapping
Topic: Spearhead SDK
Replies: 18
Views: 3678

The default path is C:\Program Files\EA GAMES\MOHAA\SDK to stop spearhead models etc from appearing in Mohradiant rename the spearhead directory to xmainta .
by bdbodger
Wed Jul 08, 2009 8:05 am
Forum: Scripting
Topic: Patrollers
Replies: 7
Views: 930

The more pathnodes you have the more choices the ai have .This picture shows the AI routes the lines are from pathnode to pathnode . This is with a custom .pth file for Mohdm1

Image
by bdbodger
Sun Jul 05, 2009 6:27 am
Forum: Scripting
Topic: Patrollers
Replies: 7
Views: 930

They use pathnodes in the map that form navagation routes the AI must use to move . You block them because not enough nodes in area to form other routes or nodes too far apart .
by bdbodger
Wed Feb 11, 2009 10:37 am
Forum: Skinning / Modelling
Topic: lightrray help
Replies: 11
Views: 1735

Convert your mesh to a skin then selected the skin clicked on Edit Vertices . You can then select the vertices . Blue are unassigned red are assigned . You can use the select unassigned button to select all unassigned vertices as well . Click on assign to bone and then select a bone or pick one from ...
by bdbodger
Sun Feb 01, 2009 8:19 am
Forum: Skinning / Modelling
Topic: importing models, lighttray!! Call of Duty models?
Replies: 6
Views: 1416

You can only import the uncompiled models IE xmodel_export files . There is a tool that someone at IWnation created that can decompile a model but even then the model will have to be fixed . Normals inverted and welded etc .
by bdbodger
Sun Feb 01, 2009 8:12 am
Forum: Skinning / Modelling
Topic: lightrray help
Replies: 11
Views: 1735

I believe to reset a bone you use reset transform or something like that . Then select the bone and use the rotate functions I assume your doing it in an animation . If it looks invisible did you convert the mesh to a skin then add bones to the verts ? It may also be that you have to invert the ...
by bdbodger
Fri Dec 19, 2008 5:38 am
Forum: Scripting
Topic: (SOLVED) How to force map to automatically change
Replies: 13
Views: 973

I see OK
by bdbodger
Fri Dec 19, 2008 5:19 am
Forum: Scripting
Topic: (SOLVED) How to force map to automatically change
Replies: 13
Views: 973

if you can enter map ??? in the console you should be able to use it in script the same way . Are you useing the Allieswin still ? I would say don't if you are .
by bdbodger
Fri Dec 19, 2008 5:10 am
Forum: Scripting
Topic: (SOLVED) How to force map to automatically change
Replies: 13
Views: 973

In mission m1l2a when they want to go to the next mission they use this line

exec global/missioncomplete.scr m1l2b 1

global/missioncomplete.scr

main local.nextlevel local.bsp:
if ($player.health <= 0)
pause

$player stopwatch 0
if (local.nextlevel != NIL)
{
if (local.bsp != NIL ...
by bdbodger
Fri Dec 19, 2008 4:56 am
Forum: Scripting
Topic: (SOLVED) How to force map to automatically change
Replies: 13
Views: 973

What else did you try did you try

bsptransition(maps/m1l2a)

What thread did you put that in ?
by bdbodger
Fri Dec 19, 2008 3:11 am
Forum: Scripting
Topic: (SOLVED) How to force map to automatically change
Replies: 13
Views: 973

Code: Select all

bsptransition( String next_map )


Transitions to the next BSP. Keeps player data, and game data.

Code: Select all

map( String map_name )


Starts the specified map.
by bdbodger
Fri Oct 10, 2008 4:57 am
Forum: Scripting
Topic: Dogs Scripting Person Help Me
Replies: 2
Views: 590

Won't work serverside it requires a custom dog such as the one in my Rescue map or my Snowfun map . Normal dogs can't follow . In my Rescue map the custorm dog on the same team as you can be made to follow you if you use your use key on him until he sees an enemy then he attacks . It is mainly a ...
by bdbodger
Thu Sep 18, 2008 5:10 am
Forum: Bragging
Topic: Parabots
Replies: 6
Views: 1346

well not completely server side the players still need a copy of jvbots on their machine . I am not knocking the parabots but they are done like jvbots . All ai mods need to enable the ai animations in MP . The way to do that is with a custom new_generic_human.tik or another tik as long as the ai ...
by bdbodger
Wed Sep 17, 2008 11:06 pm
Forum: Bragging
Topic: Parabots
Replies: 6
Views: 1346

What I ment is you can use the bots and forget everything else just use them like ai for single player . So that means forget about the botsmapper do all the scripting yourself . You can use runto walkto the patrol script what ever you need they do follow commands if you don't use any of the bot ...