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any SP mappers who can help me with aa/sh maps?
Posted: Tue Nov 04, 2003 4:25 pm
by DON
hey guys
I thought of making a little mod (no total conversion mod or a mod with new maps and guns etc.)we will make the maps more intens and with a little more teamwork.
so i decompile the maps and we will ad new things (buildings cannons more) to make the maps bigger.
and its the omaha campain and the first campain in sh.
(i do this because we all want more action and such things in the game if u beat the game a couple of times)
anybody interested?
thanks
Posted: Tue Nov 04, 2003 5:06 pm
by rOger
My guess is that you have not decompiled a map and looked at it yet. You make it sound easy but it's not, as the decompiled map is worthless. You will have to rebuild everything by hand more or less. So I think that the voluntaries will be long in coming.
Posted: Tue Nov 04, 2003 9:14 pm
by smartaiguy
Decompiling is a very bad idea, really messes up brushes and such. It is nice to find targetnames and such.
I'd be glad to help out. I can make buildings and such. I'd rather not try to tackle a whole map though. I can help out any other way too.
Just PM me or reply here

Posted: Wed Nov 05, 2003 3:11 pm
by DON
i have got a very good decompiler and i decompiled map 3.2 (bocage) and it was looking good, but what u said was a good idea to.
Can u add buildings in official maps?
and i had a idea for sh level 1
overflying c47 when u are on the ground.
and falling paratroopers when u`re on the ground.
(they fall in a couple parts in the campian)
thanks
(add me is msn messenger...
donnyjanssen_@hotmail.com)
Posted: Thu Nov 06, 2003 2:26 am
by smartaiguy
you probably could add an airplane with a script...
Posted: Thu Nov 06, 2003 1:04 pm
by DON
how do u ad planes and stuff without using the decompiler
Posted: Thu Nov 06, 2003 1:13 pm
by smartaiguy
you should ask in the scripting forum, should be something like
Code: Select all
$add spline_path
{
orgin 0 0 0
targetname xxx
target xxx
angle x y z
$mdl /models/vehicles/p47.tik
}
end
something like that, I'm not exactly sure
Posted: Thu Nov 06, 2003 1:18 pm
by DON
but can u do it?
Posted: Thu Nov 06, 2003 1:20 pm
by smartaiguy
yes, it should be something like in my above post. But you should ask in the scripting forum to be sure.
Posted: Thu Nov 06, 2003 1:44 pm
by smartaiguy
here's how you do it
Code: Select all
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/xx/xx.scr
exec global/ambient.scr mohdm1
level waittill spawn
//Add Flourbag Stack
local.fix1 = spawn script_model
local.fix1 model "static/flourbag-stack.tik"
local.fix1.origin = ( -205.00 192.00 50.00 )
local.fix1.angles = ( 0 75 0 )
local.fix1.scale = 2.50
local.fix1 solid
end
Just add this to the existing script file
Make sure you change the /xx/xx.scr to the right thing...

Posted: Thu Nov 06, 2003 3:07 pm
by DON
i?m a noob in this but how do u add it in the script file, and the planes must fly over when ure on the ground
Posted: Thu Nov 06, 2003 9:51 pm
by smartaiguy
YOu'll need to open up notepad and save it as yourmapname.scr (you'll have to create a file association). You'll also need to find the correct coords for the spline paths.
Hold on a second...
Posted: Thu Nov 06, 2003 9:53 pm
by smartaiguy
Here's a link to a airplane tutorial...
http://users.1st.net/kimberly/Tutorial/plane.htm
You should just try this in another map before scripting it for real...