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  1. #1
    _Smile_Man_'s Avatar
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    Question Capture the flag

    hello, I want to make a mod with the gamemode "capture the flag",
    but I don't know how to place the flags on the places I want.
    Can anyone help me for a code or something?

    _Smile_Man_

  2. #2
    Moto's Avatar
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    /moved to gsc help



  3. #3
    Jorndel's Avatar
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    Quote Originally Posted by _Smile_Man_ View Post
    hello, I want to make a mod with the gamemode "capture the flag",
    but I don't know how to place the flags on the places I want.
    Can anyone help me for a code or something?

    _Smile_Man_
    Welcome to MPGH

    Well, this is unknown for now.
    Some say you can't and some say you can.

    I guess this function is buildt in the map.

    But I am also sure that its possible to change this.


    So this have been asked before just as bomb locations.


    Read more there:
    http://www.mpgh.net/forum/323-call-d...mb-seight.html

     
    Contributor 01.27.2012 - N/A
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  4. #4
    pyrozombie's Avatar
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    i know how to do it but dont know the codes for it

    you can spawn flags on maps and the circels around them.
    you can also attach the flag to a player with a code

    jorndel know how to make a round system.

    so if you are a good coder you could make a own capture the flag system i think but it will be a lot of work
    Last edited by pyrozombie; 06-29-2011 at 08:44 AM.
    press thanks if i helped you.

    steam: pyro1012 (in game name is Undutchable)

    todo list:
    100 posts :
    250 posts :
    500 posts :
    750 posts :
    1000 posts :
    get 100 thanks :
    create a modd :
    create a camo :
    create a program :

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    _Smile_Man_ (06-29-2011)

  6. #5
    Jorndel's Avatar
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    Yes, you can do this.
    But you miss the flag possision.

    You have all the other codes aviable and thats not an problem.

    But as It was sayd.
    The flag etc is located in the map itself, and not as an gsc script possision.

     
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  7. #6
    _Smile_Man_'s Avatar
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    I've found something, but then there is also the question. How open iwi-file in normal text.
    I've founded here:
    C:\Program Files (x86)\Steam\SteamApps\common\call of duty modern warfare 2\main
    --> then open localized_english_iw00 in WinRar--> images and you find a list of bomp and... things

  8. #7
    Yamato's Avatar
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    Quote Originally Posted by _Smile_Man_ View Post
    I've found something, but then there is also the question. How open iwi-file in normal text.
    I've founded here:
    C:\Program Files (x86)\Steam\SteamApps\common\call of duty modern warfare 2\main
    --> then open localized_english_iw00 in WinRar--> images and you find a list of bomp and... things
    Those are textures and models...

  9. #8
    _Smile_Man_'s Avatar
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    Yes, I've see also see it. Its to much work for 1 thing, so I not going to search it anymore.

    (I've also see it)*

  10. #9
    Jorndel BackUp's Avatar
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    you mean this:
    Code:
    ctf()
    {
    	level.flagModel["allies"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
    	level.icon2D["allies"] = maps\mp\gametypes\_teams::getTeamFlagIcon( "allies" );
    	level.carryFlag["allies"] = maps\mp\gametypes\_teams::getTeamFlagCarryModel( "allies" );
    
    	precacheModel( level.flagModel["allies"] );
    	precacheModel( level.carryFlag["allies"] );
    
    	level.flagModel["axis"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
    	level.icon2D["axis"] = maps\mp\gametypes\_teams::getTeamFlagIcon( "axis" );
    	level.carryFlag["axis"] = maps\mp\gametypes\_teams::getTeamFlagCarryModel( "axis" );
    
    	precacheModel( level.flagModel["axis"] );
    	precacheModel( level.carryFlag["axis"] );
    	
    	level.iconEscort3D = "waypoint_escort";
    	level.iconEscort2D = "waypoint_escort";
    	precacheShader( level.iconEscort3D );
    	precacheShader( level.iconEscort2D );
    	//level.iconEscort2D = level.iconEscort3D; // flags with words on compass
    
    	level.iconKill3D = "waypoint_kill";
    	level.iconKill2D = "waypoint_kill";
    	precacheShader( level.iconKill3D );
    	precacheShader( level.iconKill2D );
    	//level.iconKill2D = level.iconKill3D; // flags with words on compass
    
    	level.iconCaptureFlag3D = "waypoint_capture_flag";
    	level.iconCaptureFlag2D = "waypoint_capture_flag";
    	precacheShader( level.iconCaptureFlag3D );
    	precacheShader( level.iconCaptureFlag2D );
    	//level.iconCaptureFlag2D = level.iconCaptureFlag3D; // flags with words on compass
    
    	level.iconDefendFlag3D = "waypoint_defend_flag";
    	level.iconDefendFlag2D = "waypoint_defend_flag";
    	precacheShader( level.iconDefendFlag3D );
    	precacheShader( level.iconDefendFlag2D );
    	//level.iconDefendFlag2D = level.iconDefendFlag3D; // flags with words on compass
    
    	level.iconReturnFlag3D = "waypoint_return_flag";
    	level.iconReturnFlag2D = "waypoint_return_flag";
    	precacheShader( level.iconReturnFlag3D );
    	precacheShader( level.iconReturnFlag2D );
    	//level.iconReturnFlag2D = level.iconReturnFlag3D; // flags with words on compass
    
    	level.iconWaitForFlag3D = "waypoint_waitfor_flag";
    	level.iconWaitForFlag2D = "waypoint_waitfor_flag";
    	precacheShader( level.iconWaitForFlag3D );
    	precacheShader( level.iconWaitForFlag2D );
    	//level.iconWaitForFlag2D = level.iconWaitForFlag3D; // flags with words on compass
    	
    	precacheShader( level.icon2D["axis"] );
    	precacheShader( level.icon2D["allies"] );
    	
    	precacheShader( "waypoint_flag_friendly" );
    	precacheShader( "waypoint_flag_enemy" );
    
    	precacheString( &"OBJECTIVES_FLAG_HOME" );
    	precacheString( &"OBJECTIVES_FLAG_NAME" );
    	precacheString( &"OBJECTIVES_FLAG_AWAY" );
    	
    	level.teamFlags[game["defenders"]] = createTeamFlag( game["defenders"], "allies" );
    	level.teamFlags[game["attackers"]] = createTeamFlag( game["attackers"], level.otherTeam["allies"] );
    
    	level.capZones[game["defenders"]] = createCapZone( game["defenders"], "allies" );
    	level.capZones[game["attackers"]] = createCapZone( game["attackers"], level.otherTeam["allies"] );
    	
    	if ( level.splitScreen )
    		hudElemAlpha = 0;
    	else
    		hudElemAlpha = 0.85;
    	
    	level.friendlyFlagStatusIcon["allies"] = createServerIcon( "waypoint_flag_friendly", 32, 32, "allies" );
    	level.friendlyFlagStatusIcon["allies"] setPoint( "TOP LEFT", "TOP LEFT", 132, 0 );
    	level.friendlyFlagStatusIcon["allies"].alpha = hudElemAlpha;
    	level.friendlyFlagStatusIcon["allies"].hideWhenInMenu = true;
    
    	level.friendlyFlagStatusText["allies"] = createServerFontString( "small", 1.6, "allies" );	
    	level.friendlyFlagStatusText["allies"] setParent( level.friendlyFlagStatusIcon["allies"] );
    	level.friendlyFlagStatusText["allies"] setPoint( "LEFT", "RIGHT", 4 );
    	level.friendlyFlagStatusText["allies"] setText( &"OBJECTIVES_FLAG_HOME" );
    	level.friendlyFlagStatusText["allies"].alpha = hudElemAlpha;
    	level.friendlyFlagStatusText["allies"].color = (1,1,1);
    	level.friendlyFlagStatusText["allies"].glowAlpha = 1;
    	level.friendlyFlagStatusText["allies"].hideWhenInMenu = true;
    
    	level.enemyFlagStatusIcon["allies"] = createServerIcon( "waypoint_flag_enemy", 24, 24, "allies" );
    	level.enemyFlagStatusIcon["allies"] setPoint( "TOP LEFT", "TOP LEFT", 132, 26 );
    	level.enemyFlagStatusIcon["allies"].alpha = hudElemAlpha;
    	level.enemyFlagStatusIcon["allies"].hideWhenInMenu = true;
    
    	level.enemyFlagStatusText["allies"] = createServerFontString( "small", 1.6, "allies" );
    	level.enemyFlagStatusText["allies"] setParent( level.enemyFlagStatusIcon["allies"] );
    	level.enemyFlagStatusText["allies"] setPoint( "LEFT", "RIGHT", 4 );
    	level.enemyFlagStatusText["allies"] setText( &"OBJECTIVES_FLAG_HOME" );	
    	level.enemyFlagStatusText["allies"].alpha = hudElemAlpha;
    	level.enemyFlagStatusText["allies"].color = (1,1,1);
    	level.enemyFlagStatusText["allies"].glowAlpha = 1;
    	level.enemyFlagStatusText["allies"].hideWhenInMenu = true;
    
    
    	level.friendlyFlagStatusIcon["axis"] = createServerIcon( "waypoint_flag_friendly", 32, 32, "axis" );
    	level.friendlyFlagStatusIcon["axis"] setPoint( "TOP LEFT", "TOP LEFT", 132, 0 );
    	level.friendlyFlagStatusIcon["axis"].alpha = hudElemAlpha;
    	level.friendlyFlagStatusIcon["axis"].hideWhenInMenu = true;
    
    	level.friendlyFlagStatusText["axis"] = createServerFontString( "small", 1.6, "axis" );	
    	level.friendlyFlagStatusText["axis"] setParent( level.friendlyFlagStatusIcon["axis"] );
    	level.friendlyFlagStatusText["axis"] setPoint( "LEFT", "RIGHT", 4 );
    	level.friendlyFlagStatusText["axis"] setText( &"OBJECTIVES_FLAG_HOME" );
    	level.friendlyFlagStatusText["axis"].alpha = hudElemAlpha;
    	level.friendlyFlagStatusText["axis"].color = (1,1,1);
    	level.friendlyFlagStatusText["axis"].glowAlpha = 1;
    	level.friendlyFlagStatusText["axis"].hideWhenInMenu = true;
    
    	level.enemyFlagStatusIcon["axis"] = createServerIcon( "waypoint_flag_enemy", 24, 24, "axis" );
    	level.enemyFlagStatusIcon["axis"] setPoint( "TOP LEFT", "TOP LEFT", 132, 26 );
    	level.enemyFlagStatusIcon["axis"].alpha = hudElemAlpha;
    	level.enemyFlagStatusIcon["axis"].hideWhenInMenu = true;
    
    	level.enemyFlagStatusText["axis"] = createServerFontString( "small", 1.6, "axis" );
    	level.enemyFlagStatusText["axis"] setParent( level.enemyFlagStatusIcon["axis"] );
    	level.enemyFlagStatusText["axis"] setPoint( "LEFT", "RIGHT", 4 );
    	level.enemyFlagStatusText["axis"] setText( &"OBJECTIVES_FLAG_HOME" );	
    	level.enemyFlagStatusText["axis"].alpha = hudElemAlpha;
    	level.enemyFlagStatusText["axis"].color = (1,1,1);
    	level.enemyFlagStatusText["axis"].glowAlpha = 1;
    	level.enemyFlagStatusText["axis"].hideWhenInMenu = true;
    }

  11. #10
    Moto's Avatar
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    /solved

    /closed