[cod2]jm_kuwehr (is finished!)

Have a jump map that we don't have on our site? Let us know!

Moderator: Core Staff

User avatar
Drofder2004
Core Staff
Core Staff
Posts: 13313
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

Re: [cod2]jm_kuwehr (is finished!)

Post by Drofder2004 » January 25th, 2011, 11:36 pm

The only current limitation is that this would only work with "area" based waypoints. Which although is fine, some maps would work well with "object" (trigger_use) waypoints, but I think for a 'addon' to maps, this will be sufficient.

For now, it will be in archive, if Treyarch ever do allow for custom maps and a fairly good amount of custom modding, I will consider it for CJ Mod. At the moment, I am in no mood to start adding this on.

But a list of potential features:
- Custom waypoints [as above]
- Waypoint indicators [Kuwehr]
- Personal arrow guide [mp_waypoint]
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

User avatar
Rezil
Core Staff
Core Staff
Posts: 2030
Joined: July 24th, 2006, 11:21 am
Location: Cramped in a small cubicle/making another jump map

Re: [cod2]jm_kuwehr (is finished!)

Post by Rezil » January 25th, 2011, 11:43 pm

Drofder2004 wrote:The only current limitation is that this would only work with "area" based waypoints. Which although is fine, some maps would work well with "object" (trigger_use) waypoints, but I think for a 'addon' to maps, this will be sufficient.
Hm, which maps in particular would work better using a trigger_use? It's entirely possible to insert(or at the very least, simulate) a trigger_use_touch into a map or any trigger for that matter.
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

User avatar
Drofder2004
Core Staff
Core Staff
Posts: 13313
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

Re: [cod2]jm_kuwehr (is finished!)

Post by Drofder2004 » January 26th, 2011, 1:41 am

Rezil wrote:
Drofder2004 wrote:The only current limitation is that this would only work with "area" based waypoints. Which although is fine, some maps would work well with "object" (trigger_use) waypoints, but I think for a 'addon' to maps, this will be sufficient.
Hm, which maps in particular would work better using a trigger_use? It's entirely possible to insert(or at the very least, simulate) a trigger_use_touch into a map or any trigger for that matter.
Any with objectives or collectables, such as your own and a few of Nightmares mainly. Granted sometimes, you don't want the object to be marked on a map, but its a possibility. Also, it opens the door and gives a little push for those creating maps to be more creative.

I do not mean, insert a trigger, I mean detect. This can be achieved by adding structured information to a waypoint. Such as

waypoint[5] = SpawnStruct();
waypoint[5].type = "use";

And then parsing the extra info, instead of "reaching" a waypoint, a specific entity is triggered.
Through a little bit of notify/waittill behaviour, or a modification in the script, it is most definitly possible.

The idea can be further expanded for maps with two modes, or more challenging routes.
allowing for a different route to be taken, without breaking the order of waypoints.
Such as:
waypoint[5].hard = "<origin>";
waypoint[5].easy = "<origin>";
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

User avatar
XeloX
CJ Newbie
CJ Newbie
Posts: 74
Joined: February 13th, 2010, 9:58 pm

Re: [cod2]jm_kuwehr (is finished!)

Post by XeloX » February 4th, 2011, 2:53 pm

if ONLY this was for cod4, looks friggin amazing.
Image

Post Reply

Who is online

Users browsing this forum: No registered users and 25 guests