Search found 88 matches

by Moriar
October 4th, 2006, 9:21 pm
Forum: CoD2 Mapping Help
Topic: Pavlov Updates
Replies: 28
Views: 7274

I think when Drofder dreams, he dreams about his life in COD textures and brushes, and his family as models :lol:

That's why he knows that much about mapping, I think.

Because he lives in games... :lol:

Dude, YOU ROCK!

Keep on doing the good work...
by Moriar
October 1st, 2006, 7:32 pm
Forum: CoD Mapping Help
Topic: Lights, please help...
Replies: 1
Views: 910

Lights, please help...

Hello,

I tried to create a light which you can switch on/off

I have seen it in a tutorials once, but I couldn't find it :cry:

Can anyone help me creating such a light?
by Moriar
October 1st, 2006, 2:45 pm
Forum: CoD Mapping Help
Topic: weird jaildoors...
Replies: 15
Views: 4377

OK Thanks,
We'll try it, if it doesn't work :cry:

We will reply :lol:

...
by Moriar
September 30th, 2006, 2:17 pm
Forum: CoD Mapping Help
Topic: #@$%@# moveto...
Replies: 9
Views: 2793

So I just have to add a script_brushmodel with same targetname....

Maybe "linked" from targetname to target?

And the script_brushmodel has the origin texture?


I hope it is, because when it works that way, I know how to use moveto :D
by Moriar
September 30th, 2006, 2:13 pm
Forum: CoD Mapping Help
Topic: weird jaildoors...
Replies: 15
Views: 4377

weird jaildoors...

hello, me and creator are making map, but when we try to test it, this happens... script by creator: and it says: ******* script compile error *******<br /> bad syntax: (file 'maps\mp\m_jail.gsc', line 22)<br /> trig_jail_door1 waittill ("trigger"); But it worked when we used moveXYZ Scrip...
by Moriar
September 28th, 2006, 6:02 pm
Forum: CoD Mapping Help
Topic: #@$%@# moveto...
Replies: 9
Views: 2793

ow, i can see where it goes :cry:

but i don't have an origin brush
by Moriar
September 28th, 2006, 4:41 pm
Forum: CoD Mapping Help
Topic: #@$%@# moveto...
Replies: 9
Views: 2793

weird, because I wanted to work the way it says, but it disappeared when I tested it :roll:
by Moriar
September 27th, 2006, 9:27 pm
Forum: CoD Mapping Help
Topic: #@$%@# moveto...
Replies: 9
Views: 2793

#@$%@# moveto...

Hello,
After few things trying I still don't know how to make the "moveto"

Can anyone create a script + map for me so I can see how this works?
I didn't understand the tutorials, because it had a different effect...

Thanks In Advance...
by Moriar
September 7th, 2006, 12:15 pm
Forum: CoD Mapping Help
Topic: continueing the Gravity topic
Replies: 16
Views: 4530

Yea :lol:
I hoped it would work, but as everybody says it wont :shock:

Too Bad.....
by Moriar
September 7th, 2006, 7:14 am
Forum: CoD Mapping Help
Topic: continueing the Gravity topic
Replies: 16
Views: 4530

maybe it doesn't work :(

but cant you change 1 worldspawn to gravity: 100 and the other gravity: 800 ?

Im still hoping it will work :roll:
by Moriar
September 6th, 2006, 4:10 pm
Forum: CoD Mapping Help
Topic: continueing the Gravity topic
Replies: 16
Views: 4530

Then its not a trigger....but a worldspawn :D

Then it should work
by Moriar
September 6th, 2006, 3:17 pm
Forum: CoD Mapping Help
Topic: continueing the Gravity topic
Replies: 16
Views: 4530

no it doesn't do anything with Gravity, but if it works...It will work the same on gravity :D hopefully... So it would be this: trig1= getent("triggrav1getname"); trig1gravity = "800"; and all other worldspawns (or trigger, need to find out) this: trig1= getent("triggrav2rge...
by Moriar
September 5th, 2006, 7:27 pm
Forum: CoD Mapping Help
Topic: continueing the Gravity topic
Replies: 16
Views: 4530

You probably don't understand what I mean.... I mean: can I activate this?---> "hintstring" - hint string to display over the icon. Auto replaces [Use] with the key the player must press. Example: "Press [Use] to plant the bomb" by editing the script?...its not that hard to under...
by Moriar
September 4th, 2006, 1:01 pm
Forum: CoD Mapping Help
Topic: continueing the Gravity topic
Replies: 16
Views: 4530

continueing the Gravity topic

Sorry for posting this new topic but this might work :D when you create for example a trigger_use, and you press n... you get this list: when activated will use its target "delay" - time (in seconds) before it can be used again "offnoise" - specifies an alternate sound "curs...
by Moriar
September 4th, 2006, 12:57 pm
Forum: Jump Maps
Topic: Funfair
Replies: 49
Views: 9606