Adding Exploding barrels & Cars on your Map

Tutorials for Call of Duty 4 mapping

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steveuk
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CJ G0D!
Posts: 1330
Joined: November 21st, 2006, 12:51 pm

Adding Exploding barrels & Cars on your Map

Post by steveuk » March 5th, 2008, 8:07 pm

How to make exploding barrels & Cars on your Map
follow the instructions below.. Any problem it not working then just ask away there are people here that will be able to help you out in gettin them working.

1: Select your Barrels from you're( Misc/ Prefabs/iNTERACTABLE_OBJECTS folder)
2: select you Cars from (Misc/Prefabs/MP_Destructables Folder)

3:Add the folling into you files.
GSC File MP_yourmap (Map_yourmap is you're MAP)

Quote :

main()
{
maps\mp\_load::main();
maps\mp\_explosive_barrels::main();
ambientPlay("ambient_backlot_ext");

game["allies"] = "sas";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");
}






2:My CSV File is like this. (you will have to change the mp_yourmap to your own map name.

Quote :
ignore,code_post_gfx_mp
ignore,common_mp
col_map_mp,maps/mp/mp_yourmap.d3dbsp
rawfile,maps/mp/mp_yourmap.gsc
impactfx,mp_yourmap
sound,common,mp_yourmap,!all_mp
sound,generic,mp_yourmap,!all_mp
sound,voiceovers,mp_yourmap,!all_mp
sound,multiplayer,mp_yourmap,!all_mp
include,mptypes_woodland
include,mptypes_desert
rawfile,maps/mp/_explosive_barrels.gsc
xmodel,body_mp_usmc_specops
xmodel,head_mp_usmc_tactical_mich_stripes_nomex
xmodel,body_mp_usmc_sniper
xmodel,head_mp_usmc_tactical_baseball_cap
xmodel,body_mp_usmc_recon
xmodel,head_mp_usmc_nomex
xmodel,body_mp_usmc_assault
xmodel,head_mp_usmc_tactical_mich
xmodel,body_mp_usmc_support
xmodel,head_mp_usmc_shaved_head
xmodel,body_mp_arab_regular_cqb
xmodel,head_mp_arab_regular_headwrap
xmodel,viewhands_desert_opfor
xmodel,body_mp_arab_regular_sniper
xmodel,head_mp_arab_regular_sadiq
xmodel,body_mp_arab_regular_engineer
xmodel,head_mp_arab_regular_ski_mask
xmodel,body_mp_arab_regular_assault
xmodel,head_mp_arab_regular_suren
xmodel,body_mp_arab_regular_support
xmodel,head_mp_arab_regular_asad
xmodel,vehicle_80s_hatch2_tan
xmodel,vehicle_80s_sedan1_glass_b
xmodel,vehicle_80s_sedan1_glass_b_dam
xmodel,vehicle_80s_sedan1_glass_f
xmodel,vehicle_80s_sedan1_glass_f_dam
xmodel,vehicle_80s_sedan1_glass_lb
xmodel,vehicle_80s_sedan1_glass_lb_dam
xmodel,vehicle_80s_sedan1_glass_lf
xmodel,vehicle_80s_sedan1_glass_lf_dam
xmodel,vehicle_80s_sedan1_glass_rb
xmodel,vehicle_80s_sedan1_glass_rb_dam
xmodel,vehicle_80s_sedan1_glass_rf
xmodel,vehicle_80s_sedan1_glass_rf_dam
xmodel,vehicle_80s_sedan1_green_bumper_b
xmodel,vehicle_80s_sedan1_green_bumper_f
xmodel,vehicle_80s_sedan1_green_destroyed
xmodel,vehicle_80s_sedan1_green_door_lb
xmodel,vehicle_80s_sedan1_green_door_lf
xmodel,vehicle_80s_sedan1_green_door_rb
xmodel,vehicle_80s_sedan1_green_door_rf
xmodel,vehicle_80s_sedan1_green_hood
xmodel,vehicle_80s_sedan1_green_hood_dam
xmodel,vehicle_80s_sedan1_green_light_lb
xmodel,vehicle_80s_sedan1_green_light_lb_dam
xmodel,vehicle_80s_sedan1_green_light_lf
xmodel,vehicle_80s_sedan1_green_light_lf_dam
xmodel,vehicle_80s_sedan1_green_light_rb
xmodel,vehicle_80s_sedan1_green_light_rf
xmodel,vehicle_80s_sedan1_green_light_rf_dam
xmodel,vehicle_80s_sedan1_green_mirror_l
xmodel,vehicle_80s_sedan1_green_mirror_r
xmodel,vehicle_80s_sedan1_green_trunk_dam
xmodel,vehicle_80s_sedan1_green_wheel_lf
xmodel,vehicle_80s_sedan1_red_bumper_b
xmodel,vehicle_80s_sedan1_red_bumper_f
xmodel,vehicle_80s_sedan1_red_destroyed
xmodel,vehicle_80s_sedan1_red_destructible_mp
xmodel,vehicle_80s_sedan1_red_door_l
xmodel,vehicle_80s_sedan1_red_door_lf
xmodel,vehicle_80s_sedan1_red_door_rb
xmodel,vehicle_80s_sedan1_red_door_rf
xmodel,vehicle_80s_sedan1_red_hood
xmodel,vehicle_80s_sedan1_red_light_lb
xmodel,vehicle_80s_sedan1_red_light_lf
xmodel,vehicle_80s_sedan1_red_light_lf_dam
xmodel,vehicle_80s_sedan1_red_light_rb
xmodel,vehicle_80s_sedan1_red_light_rb_dam
xmodel,vehicle_80s_sedan1_red_light_rf
xmodel,vehicle_80s_sedan1_red_light_rf_dam
xmodel,vehicle_80s_sedan1_red_mirror_l
xmodel,vehicle_80s_sedan1_red_mirror_r
xmodel,vehicle_80s_sedan1_red_trunk
xmodel,vehicle_80s_sedan1_red_wheel_lf
xmodel,vehicle_80s_sedan1_reddest
xmodel,vehicle_80s_sedan1_silv_bumper_b
xmodel,vehicle_80s_sedan1_silv_bumper_f
xmodel,vehicle_80s_sedan1_silv_destroyed
xmodel,vehicle_80s_sedan1_silv_destructible_mp
xmodel,vehicle_80s_sedan1_silv_door_lb
xmodel,vehicle_80s_sedan1_silv_door_lf
xmodel,vehicle_80s_sedan1_silv_door_rb
xmodel,vehicle_80s_sedan1_silv_door_rf
xmodel,vehicle_80s_sedan1_silv_hood
xmodel,vehicle_80s_sedan1_silv_light_lb
xmodel,vehicle_80s_sedan1_silv_light_lb_dam
xmodel,vehicle_80s_sedan1_silv_light_lf
xmodel,vehicle_80s_sedan1_silv_light_lf_dam
xmodel,vehicle_80s_sedan1_silv_light_rb
xmodel,vehicle_80s_sedan1_silv_light_rb_dam
xmodel,vehicle_80s_sedan1_silv_light_rf
xmodel,vehicle_80s_sedan1_silv_light_rf_dam
xmodel,vehicle_80s_sedan1_silv_mirror_l
xmodel,vehicle_80s_sedan1_silv_mirror_r
xmodel,vehicle_80s_sedan1_silv_trunk
xmodel,vehicle_80s_sedan1_silv_wheel_lf
xmodel,vehicle_80s_sedan1_yel_destroyed
xmodel,vehicle_80s_sedan1_yel_destructible_mp
xmodel,vehicle_80s_sedan1_yel_door_lb
xmodel,vehicle_80s_sedan1_yel_door_lf
xmodel,vehicle_80s_sedan1_yel_door_rb
xmodel,vehicle_80s_sedan1_yel_door_rf
xmodel,vehicle_80s_sedan1_yel_hood
xmodel,vehicle_80s_sedan1_yel_light_lb
xmodel,vehicle_80s_sedan1_yel_light_lb_dam
xmodel,vehicle_80s_sedan1_yel_light_lf
xmodel,vehicle_80s_sedan1_yel_light_lf_dam
xmodel,vehicle_80s_sedan1_yel_light_rb
xmodel,vehicle_80s_sedan1_yel_light_rb_dam
xmodel,vehicle_80s_sedan1_yel_light_rf
xmodel,vehicle_80s_sedan1_yel_light_rf_dam
xmodel,vehicle_80s_sedan1_yel_trunk
xmodel,vehicle_80s_sedan1_yel_wheel_lf
xmodel,vehicle_80s_wagon1_brn_bumper_b
xmodel,vehicle_80s_wagon1_brn_bumper_f
xmodel,vehicle_80s_wagon1_brn_destroyed
xmodel,vehicle_80s_wagon1_brn_destructible_mp
xmodel,vehicle_80s_wagon1_brn_door_lb
xmodel,vehicle_80s_wagon1_brn_door_lf
xmodel,vehicle_80s_wagon1_brn_door_rb
xmodel,vehicle_80s_wagon1_brn_door_rf
xmodel,vehicle_80s_wagon1_brn_hood
xmodel,vehicle_80s_wagon1_brn_light_lb
xmodel,vehicle_80s_wagon1_brn_light_lb_dam
xmodel,vehicle_80s_wagon1_brn_light_lf
xmodel,vehicle_80s_wagon1_brn_light_lf_dam
xmodel,vehicle_80s_wagon1_brn_light_rb
xmodel,vehicle_80s_wagon1_brn_light_rb_dam
xmodel,vehicle_80s_wagon1_brn_light_rf
xmodel,vehicle_80s_wagon1_brn_light_rf_dam
xmodel,vehicle_80s_wagon1_brn_mirror_l
xmodel,vehicle_80s_wagon1_brn_mirror_r
xmodel,vehicle_80s_wagon1_brndest
xmodel,vehicle_80s_wagon1_glass_b
xmodel,vehicle_80s_wagon1_glass_b_dam
xmodel,vehicle_80s_wagon1_glass_f
xmodel,vehicle_80s_wagon1_glass_f_dam
xmodel,vehicle_80s_wagon1_glass_lb
xmodel,vehicle_80s_wagon1_glass_lb_dam
xmodel,vehicle_80s_wagon1_glass_lb2
xmodel,vehicle_80s_wagon1_glass_lb2_dam
xmodel,vehicle_80s_wagon1_glass_lf
xmodel,vehicle_80s_wagon1_glass_rb
xmodel,vehicle_80s_wagon1_glass_rb_dam
xmodel,vehicle_80s_wagon1_glass_rb2
xmodel,vehicle_80s_wagon1_glass_rb2_dam
xmodel,vehicle_80s_wagon1_glass_rf
xmodel,vehicle_80s_wagon1_glass_rf_dam





3: Ok Next Compile your MAP and run it, you should see you Cars & Barrels, when fired at showing Some FX Missin BOXES. (DOnt worrie) you now need to add these tou your Zone File. Simplely click on you (UPDATE ZONE FILE Box)
and past the following to the (Right Side of the Zone Box)
Added these to my ZoneUPdate File

Quote :
fx,smoke/car_damage_whitesmoke
fx,smoke/car_damage_blacksmoke
fx,smoke/car_damage_blacksmoke_fire
fx,props/car_glass_large
fx,props/car_glass_med
fx,props/car_glass_headlight
fx,props/car_glass_brakelight
rawfile,maps/mp/_explosive_barrels.gsc
xmodel,com_barrel_piece
xmodel,com_barrel_piece2
fx,props/barrel_ignite
fx,props/barrel_fire_top





4: Last step..Now click on Build Zone file and rebuild you're Zone file

Now Run map and your Cars & Barrels should now Explode the Correct way without getting any FX Box errrors.
The Cars & Barrels should be like this..

http://www.youtube.com/v/wY3-0FfQYzA

Thats it.. Took me 3-4 days to get this working and asking people for help ,tho people did help me we only go as far as the exploding cars showing the FX error, or some other error, the last part i managed to get working myself by looking deep into the IW forums, and adding some code to my CSV & Zone File update.

Many thanks goto the people in helping me as far as they did.

DMShadow
CJ Wannabe
CJ Wannabe
Posts: 5
Joined: March 27th, 2009, 8:38 pm

Re: Adding Exploding barrels & Cars on your Map

Post by DMShadow » April 11th, 2009, 6:56 pm

Hey thanks for the tutorial, I do have one question. Everything works fine, the smoke and fire. When the car actually blows up I'm left with a red FX sign and no car. Could you help me out?

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