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Discussion: Call of Duty Archives / Call of Duty - Maps and Modifications - Maps - This is cool. In the main *.gsc file for each map, there are definitions for:
  1. #16

    Strag's Avatar

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    Re: Maps

    This is cool. In the main *.gsc file for each map, there are definitions for:

    - ambient battle sounds

    ambientPlay("ambient_france");


    - randomly choosing between British and American troops at the start of a map

    randomIntRange(10,100);
    if( randomIntRange(20,100) <= 50)
    allied = "american";
    else
    allied = "british";

    game["allies"] = allied;



    - defining what style of uniforms each side will wear (winter, desert, etc.)

    game[allied + "_soldiertype"] = "normandy";
    game["german_soldiertype"] = "normandy";



    - determining who will start out attacking and who will start out defending

    game["attackers"] = "allies";
    game["defenders"] = "axis";




    We could mess with all this stuff.

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  3. #17

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    Re: Maps

    We need to get Strag his on forum :-)
    "Artillery lends dignity to what would otherwise be an ugly brawl."

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  5. #18

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    Re: Maps

    Hey, I'm glad to help. The more enjoyable our gameplay, the better.

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  7. #19

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    Re: Maps

    From mp_trainyard_ctf_v1_fx.gsc:

    level._effect["snow_light"] = loadfx ("fx/misc/snow_light.efx");
    level._effect["snow_heavy"] = loadfx ("fx/misc/snow_heavy.efx");


    Looks like snow to me. I wonder if there is an object spawner for these sorts of effects, or if they just continuously happen once you define them in the *.gsc file. More digging.....

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  9. #20

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    Re: Maps

    This space for rent.

    (Duplicate post. )
    Last edited by Strag; 02-06-2006 at 06:04 PM.

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  11. #21

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    Re: Maps

    Regarding Wolfbane's Realism Mod, I'm curious what he might have modified in the actual maps. The Mod is server-side only, right? If he had modified any maps, wouldn't we have to download them (making the Mod client-side)? To control game behavior, I'm wondering if Wolfbane might have modified some of the *.gsc files that accompany the maps, but not the actual BSPs themselves.

    Bone, is there a ZIP file I can grab somewhere that has all the contents of WRM? I'd really like to see what he's done. I have a feeling we can use WRM with the larger "converted" singleplayer maps, even if it takes some tweaking.

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  13. #22

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    Re: Maps

    Thanks, Bone.

    Okay, while perusing _weapons.gsc, I found these commented lines interesting:

    //precacheItem("30cal_mp");
    //precacheItem("M9_Bazooka");



    // case "30cal_mp":
    // weaponname = &"PI_WEAPON_MP_30CAL";
    // break;

    // case "M9_Bazooka":
    // weaponname = &"PI_WEAPON_MP_BAZOOKA";
    // break;



    There are similar commented lines for their Axis counterparts. Hmmmm.....

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  15. #23

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    Re: Maps

    It looks like Wolfsbane has some logic set up for distributing frag and smoke grenade counts. This is also in _weapons.gsc (the following applies to smoke grenades, but there is similar logic in place for frag grenades):

    switch(weapon)
    {
    case "thompson_mp":
    case "sten_mp":
    case "ppsh_mp":
    case "mp40_mp":
    case "PPS42_mp":
    case "shotgun_mp":
    case "greasegun_mp":
    return assaultSmoke;
    case "m1carbine_mp":
    case "m1garand_mp":
    case "enfield_mp":
    case "mosin_nagant_mp":
    case "SVT40_mp":
    case "kar98k_mp":
    case "g43_mp":
    return rifleSmoke;
    case "bar_mp":
    case "bren_mp":
    case "mp44_mp":
    return supportSmoke;
    case "springfield_mp":
    case "enfield_scope_mp":
    case "mosin_nagant_sniper_mp":
    case "kar98k_sniper_mp":
    default:
    return sniperSmoke;
    }



    We might be able to tweak this to get the grenades distributed as we see fit.

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  17. #24

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    Re: Maps

    These are what look like the damage multipliers for location hits. Pretty cool. These can be found in the file mp_lochit_dmgtable within WRM_6.5_weapons_beta.zip (after you've renamed it from WRM_6.5_weapons_beta.iwd):

    LOCDMGTABLE\none\1\helmet\0.5\head\1.5\neck\1.2\to rso_upper\1\torso_lower\0.7\right_arm_upper\0.3\ri ght_arm_lower\0.2\right_hand\0.15\left_arm_upper\0 .3\left_arm_lower\0.2\left_hand\0.15\right_leg_upp er\0.4\right_leg_lower\0.25\right_foot\0.15\left_l eg_upper\0.4\left_leg_lower\0.25\left_foot\0.15\gu n\0

    From what I can see, if you got hit in the head, for example, you would receive 1.5 times the normal weapon damage.

    These, of course, could also be tweaked.

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  19. #25

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    Re: Maps

    Now HERE is some real meat. This is the weapon profile for the BAR (filename bar_mp within WRM_6.5_weapons_beta.zip):

    WEAPONFILE\displayName\WEAPON_BAR\modeName\\player AnimType\bar\altWeapon\\AIOverlayDescription\WEAPO N_SUPPORTGUNNER\weaponType\bullet\weaponClass\rifl e\weaponSlot\primary\twoHanded\1\rifleBullet\1\arm orPiercing\0\semiAuto\0\boltAction\0\aimDownSight\ 1\rechamberWhileAds\1\noPartialReload\0\segmentedR eload\0\wideListIcon\1\wideKillIcon\1\flipKillIcon \1\autoAimRange\0\slowdownAimRange\50000\slowdownA imRangeAds\50000\lockonAimRange\50000\lockonAimRan geAds\50000\enemyCrosshairRange\1500\moveSpeedScal e\1\gunMaxPitch\3\gunMaxYaw\3\ammoName\BAR\maxAmmo \400\startAmmo\200\clipName\BAR\clipSize\20\shotCo unt\1\dropAmmoMin\20\dropAmmoMax\0\reloadAmmoAdd\0 \reloadStartAdd\0\damage\155\minDamage\120\meleeDa mage\150\maxDamageRange\15000\minDamageRange\19600 \locNone\1\locHelmet\1\locHead\1.5\locNeck\1.2\loc TorsoUpper\1\locTorsoLower\0.7\locRightArmUpper\0. 3\locRightArmLower\0.2\locRightHand\0.15\locLeftAr mUpper\0.3\locLeftArmLower\0.2\locLeftHand\0.15\lo cRightLegUpper\0.4\locRightLegLower\0.25\locRightF oot\0.15\locLeftLegUpper\0.4\locLeftLegLower\0.25\ locLeftFoot\0.15\locGun\0\fireTime\0.11\fireDelay\ 0\meleeTime\0.7\meleeDelay\0.15\reloadTime\3.63\re loadEmptyTime\3.8\reloadStartTime\0\reloadEndTime\ 0\reloadAddTime\2.33\reloadStartAddTime\2.33\recha mberTime\0.1\rechamberBoltTime\0\dropTime\0.25\rai seTime\0.25\altDropTime\0.5\altRaiseTime\0\quickDr opTime\0.01\quickRaiseTime\0.01\standMoveF\0\stand MoveR\0.6\standMoveU\-1\standRotP\0\standRotY\0\standRotR\0\standMoveMin Speed\80\standRotMinSpeed\80\posMoveRate\4\posRotR ate\5\duckedMoveF\0\duckedMoveR\0.6\duckedMoveU\-1.8\duckedRotP\0\duckedRotY\0\duckedRotR\0\duckedO fsF\-0.5\duckedOfsR\0.6\duckedOfsU\-0.2\duckedMoveMinSpeed\20\duckedRotMinSpeed\20\pro neMoveF\-55\proneMoveR\-80\proneMoveU\-105\proneRotP\50\proneRotY\290\proneRotR\-300\proneOfsF\0.1\proneOfsR\1.7\proneOfsU\0.1\posP roneMoveRate\15\posProneRotRate\20\proneMoveMinSpe ed\0\proneRotMinSpeed\0\hipIdleAmount\50\adsIdleAm ount\2\hipIdleSpeed\1\adsIdleSpeed\1\idleCrouchFac tor\0.75\idleProneFactor\0.25\adsSpread\0.5\adsAim Pitch\0\adsTransInTime\0.3\adsTransOutTime\0.4\ads TransBlendTime\0.1\adsReloadTransTime\0.6\adsCross hairInFrac\1\adsCrosshairOutFrac\0.2\adsZoomFov\80 \adsZoomInFrac\0.42\adsZoomOutFrac\0.4\adsBobFacto r\2\adsViewBobMult\0.5\adsViewErrorMin\0\adsViewEr rorMax\0\hipSpreadStandMin\6\hipSpreadDuckedMin\4. 5\hipSpreadProneMin\4\hipSpreadMax\9\hipSpreadDuck edMax\8\hipSpreadProneMax\7\hipSpreadFireAdd\1\hip SpreadTurnAdd\0.8\hipSpreadMoveAdd\10\hipSpreadDec ayRate\6\hipSpreadDuckedDecay\1.1\hipSpreadProneDe cay\1.2\hipGunKickReducedKickBullets\0\hipGunKickR educedKickPercent\0\hipGunKickPitchMin\35\hipGunKi ckPitchMax\70\hipGunKickYawMin\-30\hipGunKickYawMax\30\hipGunKickAccel\1000\hipGun KickSpeedMax\500\hipGunKickSpeedDecay\16\hipGunKic kStaticDecay\20\adsGunKickReducedKickBullets\0\ads GunKickReducedKickPercent\0\adsGunKickPitchMin\35\ adsGunKickPitchMax\70\adsGunKickYawMin\-30\adsGunKickYawMax\30\adsGunKickAccel\1000\adsGun KickSpeedMax\1000\adsGunKickSpeedDecay\100\adsGunK ickStaticDecay\2\hipViewKickPitchMin\60\hipViewKic kPitchMax\65\hipViewKickYawMin\-70\hipViewKickYawMax\60\hipViewKickCenterSpeed\170 0\adsViewKickPitchMin\60\adsViewKickPitchMax\65\ad sViewKickYawMin\-70\adsViewKickYawMax\60\adsViewKickCenterSpeed\170 0\swayMaxAngle\3\swayLerpSpeed\4\swayPitchScale\0. 1\swayYawScale\0.1\swayHorizScale\0.12\swayVertSca le\0.1\swayShellShockScale\5\adsSwayMaxAngle\2\ads SwayLerpSpeed\5\adsSwayPitchScale\0.1\adsSwayYawSc ale\0.1\adsSwayHorizScale\0.1\adsSwayVertScale\0.0 9\fightDist\720\maxDist\600\aiVsAiAccuracyGraph\BA R.accu\aiVsPlayerAccuracyGraph\\reticleCenter\\ret icleSide\gfx/reticle/side_skinny_xenon.tga\reticleCenterSize\3\reticleS ideSize\6\reticleMinOfs\0\hipReticleSidePos\0\adsO verlayShader\\adsOverlayReticle\none\adsOverlayWid th\220\adsOverlayHeight\220\gunModel\viewmodel_bar \handModel\viewmodel_hands_cloth\worldModel\xmodel/weapon_bar\idleAnim\viewmodel_bar_idle\emptyIdleAn im\\fireAnim\viewmodel_bar_fire\lastShotAnim\viewm odel_bar_fire\rechamberAnim\\meleeAnim\viewmodel_b ar_melee\reloadAnim\viewmodel_bar_reload\reloadEmp tyAnim\viewmodel_bar_reload_empty\reloadStartAnim\ \reloadEndAnim\\raiseAnim\viewmodel_bar_pullout\dr opAnim\viewmodel_bar_putaway\altRaiseAnim\\altDrop Anim\\quickRaiseAnim\viewmodel_bar_pullout\quickDr opAnim\viewmodel_bar_putaway\adsFireAnim\viewmodel _bar_ads_fire\adsLastShotAnim\viewmodel_bar_ads_fi re\adsRechamberAnim\\adsUpAnim\viewmodel_bar_ADS_u p\adsDownAnim\viewmodel_bar_ADS_down\viewFlashEffe ct\fx/muzzleflashes/heavy_view.efx\worldFlashEffect\fx/muzzleflashes/heavy.efx\shellEjectEffect\fx/shellejects/rifle.efx\lastShotEjectEffect\\pickupSound\weap_ba r_pickup\ammoPickupSound\weap_bar_ammopickup\fireS ound\weap_bar_fire\fireSoundPlayer\weap_bar_fire_p lr\lastShotSound\\lastShotSoundPlayer\\meleeSwipeS ound\melee_swing_large\rechamberSound\\rechamberSo undPlayer\\reloadSound\weap_bar_reload_not_empty_n pc\reloadSoundPlayer\weap_bar_reload_not_empty\rel oadEmptySound\weap_bar_reload_npc\reloadEmptySound Player\weap_bar_reload\reloadStartSound\\reloadSta rtSoundPlayer\\reloadEndSound\\reloadEndSoundPlaye r\\altSwitchSound\\raiseSound\weap_bar_raise\putaw aySound\weap_bar_putaway\noteTrackSoundA\\noteTrac kSoundB\\noteTrackSoundC\\noteTrackSoundD\\hudIcon \gfx/icons/hud@bar.tga\modeIcon\\killIcon\gfx/icons/hud@bar.tga\fireRumble\bar_fire\meleeImpactRumble\ melee_heavy


    Each one of the various weapons has a file like this. Quite interestingly, there is a weapon profile called 30cal_prone_mp and another called 30cal_stand_mp.

    Also of note is the fact that there is a location damage table within the weapon profile. Apparently this overrides the "default" location damage table(?).

  20.  
  21. #26

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    Re: Maps

    Yeah, although the 30cal stuff would need some work -- it looks like they're currently set up as turrets, even for multiplayer.

    From what I can tell, these weapon profiles are full of key\value\ (except for the first entry, which denotes that this file is a WEAPONFILE) pairs, like so:

    WEAPONFILE\
    displayName\WEAPON_BAR\
    modeName\\
    player AnimType\bar\
    altWeapon\\
    AIOverlayDescription\WEAPO N_SUPPORTGUNNER\
    weaponType\bullet\
    weaponClass\rifle\
    weaponSlot\primary\
    twoHanded\1\
    rifleBullet\1\
    armorPiercing\0\
    semiAuto\0\
    boltAction\0\
    aimDownSight\ 1\
    rechamberWhileAds\1\
    noPartialReload\0\
    segmentedReload\0\
    wideListIcon\1\
    wideKillIcon\1\
    flipKillIcon\1\
    autoAimRange\0\
    slowdownAimRange\50000\

    etc.


    Formatting like this should make it easier to read.

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  23. #27

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    Re: Maps

    So far I don't see anything within WRM that would overlap with the "converted" singleplayer maps we were discussing on Friday. Maybe we could try combining the two together on Server #2 and see how it goes. The only downside I can see right now is that we'd all need to download those "converted" maps to be able to play them.

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  25. #28

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    Re: Maps

    Within _WRM_admin.gsc, there's a commented line:

    //thread randomWeather();


    I wonder if this actually works right now. If so, I wonder if it adds rain, lightning, and thunder effects into levels that support them.

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  27. #29

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    Re: Maps

    geez talk about a post whore!
    that sounds like a good idea trooper.
    -Vulcan

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  29. #30

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    Re: Maps

    Quote Originally Posted by Trooper[SNPR]
    geez talk about a post whore!
    Yes, I think I've finally found a way to catch up to you. MUAHAHAHAAAA!!

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