CoDJumper.com YouTube Channel logo CoDJumper.com Xfire group CoDJumper.com Twitter logo CoDJumper.com Steam group logo CoDJumper.com Facebook group logo CoDJumper.com Wipido profile

 



Post new topic Reply to topic  [ 6 posts ] 
Author Message
 Post subject: Mapping with CJ Mod v3.12b
PostPosted: January 28th, 2012, 7:49 pm 
Core Staff
User avatar
Joined: April 13th, 2005, 8:22 pm
Posts: 13320
Location: UK, London
Auto Save, Auto Load, No Save Zones

Auto Saving:
This can be used for checkpoints, auto-loading when a player fails a jump, or to simply save a players position at a set point.
Auto-saves can be made to either save the current players position, or at a predefined point in the map. This includes the player angles.
There are a possible 100 save points available. #1, #2 and #3 are the standard player save points. These can be overwritten, or you may also use any other number up to 100.

Auto Loading:
This is used alongside the Auto Saves. Players can only manually load, #1-3. you must use auto-loads for save points 4-100.

No Save Zones:
They are zones that a player can not save their position. They are still able to load.

---

Creating an Auto-Save:
1. Create a brush using the trigger texture, in the position you want the player to activate the save.
2. Change the brush to a Trigger entity. You may use any type of activatable trigger.
3. Give the trigger key and values:
Key: targetname
value: auto_save_zone

4. Give the trigger key and values:
Key: script_index
Value: <save number>

(<save number> is an integer for the save reference, 1-3 being stock saves)

(Optional)
5. Create a script_origin (right-click 2D window, script>origin)
6. Place script_origin at position you want player to save.
7. Adjust the angle you want the player to load facing. then deselect the script_origin
8. Select the trigger THEN the script_origin and hit 'W' to link the entities.

Creating an auto-load:
1. Create a brush using the trigger texture, in the position you want the player to activate the load.
2. Change the brush to a Trigger entity. You may use any type of activatable trigger.
3. Give the trigger key and values:
Key: targetname
value: auto_load_zone

4. Give the trigger key and values:
Key: script_index
Value: <load number>


Creating a No Save Zone:
1. Create a brush using the trigger texture, in the position you want saves disabled.
2. Change the brush to a Trigger entity. You must use a trigger_multiple.
3. Give the trigger key and values:
Key: targetname
value:no_save_zone


Example Map Download:
Attachment:
mp_test.zip


You do not have the required permissions to view the files attached to this post.

_________________
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010


Profile  Offline
 
 Post subject: Re: Mapping with CJ Mod v3.12b
PostPosted: January 29th, 2012, 2:34 pm 
CJ Fan
User avatar
Joined: December 8th, 2011, 1:38 pm
Posts: 116
Location: unknown
X-Fire: snake123789
what do u mean about "Mapping with CJ Mod v3.12b" this a program for mapping or a cod4 mod :?


Profile  Offline
 
 Post subject: Re: Mapping with CJ Mod v3.12b
PostPosted: January 29th, 2012, 2:35 pm 
Core Staff
User avatar
Joined: April 13th, 2005, 8:22 pm
Posts: 13320
Location: UK, London
Its is for any mappers who wishes to integrate their map with some special mod features.
It is not a tool, it is just instructions.

_________________
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010


Profile  Offline
 
 Post subject: Re: Mapping with CJ Mod v3.12b
PostPosted: January 29th, 2012, 3:55 pm 
CJ Spammer!
User avatar
Joined: March 7th, 2011, 5:54 pm
Posts: 591
Location: Brescia, Italy
X-Fire: itagoro92
with these instructions you can force load/save and other stuff without the use of script...just a trigger

_________________
Image


Profile  Offline
 
 Post subject: Re: Mapping with CJ Mod v3.12b
PostPosted: February 24th, 2012, 4:58 am 
CJ Wannabe
Joined: March 10th, 2010, 1:19 am
Posts: 1
Did you know that on old maps dantheman(possibly other developers), for example, said that does not work 2nd 3rd bounce.
and possible problems on other maps with the opening of the door, calling the elevators, etc.
well good job. It is a pity that you do not sew extra addons


Profile  Offline
 
 Post subject: Re: Mapping with CJ Mod v3.12b
PostPosted: February 24th, 2012, 7:46 pm 
Core Staff
User avatar
Joined: April 13th, 2005, 8:22 pm
Posts: 13320
Location: UK, London
m1sT1k wrote:
Did you know that on old maps dantheman(possibly other developers), for example, said that does not work 2nd 3rd bounce.
and possible problems on other maps with the opening of the door, calling the elevators, etc.
well good job. It is a pity that you do not sew extra addons

Sorry but I have no idea what you mean.

And if there are any problem with mappers and this mod, I urge them to come forward and instead of keeping this information amongst the mappers, sharing it with the person creating the mod...

_________________
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010


Profile  Offline
 

Display posts from previous:  Sort by  

Post new topic Reply to topic  [ 6 posts ]   

Index » Mapping & Jump Maps » CoD4 Mapping Help

 

 

Who is online

Users browsing this forum: No registered users and 1 guest

Panel

Top You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum
Search for:
Jump to:  



Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Theme by Pedsdude and KillerSam, based on
Melankonia by Ercan K.