Hello can someone tell me the right command to know coordinates on maps to add items like crates etc ?
coords ...
and how to use it please?
Thanks !!
GR3KO
Whats the right command to know coordinates on maps
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BatteryAziz
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Re: Whats the right command to know coordinates on maps
type viewpos in console, it will give you the x,y,z coordinates and angle where you're standing.
so you walk around your map, type viewpos where you want to add stuff and write them down. since the z-coordinate is at eye-height (not the floor) you have to compensate for that by 50-100 units depending on the size of the item. so let's say you want to add a spawn point (like info_player_allied) somewhere, and viewpos gives you "500 240 95". in this case the z-coordinate is exactly 83 units too high. so in script you use "500 240 12" so you don't spawn high up in the air. remember each item is different this is just an example.
now an example how to spawn blueprints (i use this in my own map):
local.mydocuments = spawn script_model "model" "items/naxosplans2.tik"
local.mydocuments.origin = ( -1000.00 568.00 -736.00 )
local.mydocuments.angles = ( 0 315 0 )
for the angle, remember that the x/y/z-axis = tilt/rotate/tilt. so for in-plane rotation you only adjust the second term like ( 0 90 0) or ( 0 180 0 ).
for mohaa, you can find the items you want to spawn in pak0.pk3\models\, not sure for spearhead. just look for the .tik file and adjust the path appropriately.
to open/edit .pk3 files, download pakscape. if you're going to edit stock files, be sure to make a backup just in case you screw up.
i don't know if you've ever adjusted a map's script, so i'll just give you an example. let's say you want extra stuff in stalingrad. you find the mohdm6.scr (it's in main\pak5.pk3\DM\), copypaste mohdm6.scr to your desktop, and open it with notepad (or notepad++). this stock script file looks like this:
to add an item you put your extra code like so:
when you're done, save, and overwrite the stock mohdm6.scr with your editted mohdm6.scr (copypaste back to pakscape) and then save the pk3. if you run a server with these changes, all players see the items too.
i hope this answers your question?
so you walk around your map, type viewpos where you want to add stuff and write them down. since the z-coordinate is at eye-height (not the floor) you have to compensate for that by 50-100 units depending on the size of the item. so let's say you want to add a spawn point (like info_player_allied) somewhere, and viewpos gives you "500 240 95". in this case the z-coordinate is exactly 83 units too high. so in script you use "500 240 12" so you don't spawn high up in the air. remember each item is different this is just an example.
now an example how to spawn blueprints (i use this in my own map):
local.mydocuments = spawn script_model "model" "items/naxosplans2.tik"
local.mydocuments.origin = ( -1000.00 568.00 -736.00 )
local.mydocuments.angles = ( 0 315 0 )
for the angle, remember that the x/y/z-axis = tilt/rotate/tilt. so for in-plane rotation you only adjust the second term like ( 0 90 0) or ( 0 180 0 ).
for mohaa, you can find the items you want to spawn in pak0.pk3\models\, not sure for spearhead. just look for the .tik file and adjust the path appropriately.
to open/edit .pk3 files, download pakscape. if you're going to edit stock files, be sure to make a backup just in case you screw up.
i don't know if you've ever adjusted a map's script, so i'll just give you an example. let's say you want extra stuff in stalingrad. you find the mohdm6.scr (it's in main\pak5.pk3\DM\), copypaste mohdm6.scr to your desktop, and open it with notepad (or notepad++). this stock script file looks like this:
Code: Select all
// STALINGRAD
// ARCHITECTURE: ZIED, POWZER
// SCRIPTING: POWZER
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Stalingrad"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm6"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/mohdm6.scr
exec global/ambient.scr mohdm6
level waittill spawn
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
Code: Select all
// STALINGRAD
// ARCHITECTURE: ZIED, POWZER
// SCRIPTING: POWZER
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Stalingrad"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "With extra stuff"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm6"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
local.mystuff = spawn script_model "model" "items/something.tik"
local.mystuff.origin = ( x y z )
local.mystuff.angles = ( 0 0 0 )
local.mystuff2 = spawn script_model "model" "items/somethingelse.tik"
local.mystuff2.origin = ( x y z )
local.mystuff2.angles = ( 0 0 0 )
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/mohdm6.scr
exec global/ambient.scr mohdm6
level waittill spawn
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
i hope this answers your question?