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Mapping with CJ Mod v3.12b

Posted: January 28th, 2012, 7:49 pm
by Drofder2004
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.

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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:
mp_test.zip

Re: Mapping with CJ Mod v3.12b

Posted: January 29th, 2012, 2:34 pm
by Turbo2233
what do u mean about "Mapping with CJ Mod v3.12b" this a program for mapping or a cod4 mod :?

Re: Mapping with CJ Mod v3.12b

Posted: January 29th, 2012, 2:35 pm
by Drofder2004
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.

Re: Mapping with CJ Mod v3.12b

Posted: January 29th, 2012, 3:55 pm
by Goro92
with these instructions you can force load/save and other stuff without the use of script...just a trigger

Re: Mapping with CJ Mod v3.12b

Posted: February 24th, 2012, 4:58 am
by m1sT1k
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

Re: Mapping with CJ Mod v3.12b

Posted: February 24th, 2012, 7:46 pm
by Drofder2004
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...