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Call of Duty 4: Single Player Level Design

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[edit] Single Player Level Design Basics

Single player levels often differ in their locations and style, but normally one thing remains the same, the process that the player has to take to move on to the next level. Level designers should always incorporate at least some, if not all of the folowing design features.

The way the player can progress through the level, explore the enviroment and accomplish objectives is all down to the level layout. Usually the level layout consists of the beginning (player starting location) then a small area that may show background scenery and lighting in order to show the player where they are in the world. Next an area for objectives or a vantage point from which the player can see the objectives before they can get to them. After the objectives area is usually the end of the level.

[edit] Introduction

Introductions are very important, without them the player would be disorientated and completely lost as to what the objectives are or even why they are playing the level. The introduction can be incorporated into the loading screen, or as text/speech within the level itself. The introduction can include the date/time/location/mission objectives/breifing etc

[edit] Starting Location

When a single player level starts the player will often get their first look at their surroundings. Placing the players starting location away from any enemy and in a non-confusing space (i.e something that the player can familiarize with at first glance) will help the player to focus and realise their enviroment. If a player was to start under fire from enemy and in a non-familiar situation then this will only provoke confusion and proabbly a discontinuation of the mission.

"info_playerspawn" Is used as the Singeplayer starting position.

[edit] Objectives

Objectives are usually layed out in the breifing or loading screen at the level start and the actual objectives are normally midway or at the end of the level, inorder to make the player play through the whole level. Objectives in Call of Duty range from finding an item, killing an officer, destroying something of importance to the enemy, holding ground, or simply getting to the end of the level.


{
basic obj script
should go
here
{

[edit] SP Related Objects & Triggers

"info_playerspawn" - Where the player spawns (SP only).
"weapon_weaponname" - Any weapon WITHOUT the "mp" suffix.
"node_pathnode" - Pathnodes create invisible paths to allow the AI to find a suitable route to their destination.

"node_cover'covertype'" - AI will use cover nodes if they are present near pathnodes or if they are directly linked 
to them.

"node_concealment'concealmenttype'" Work the same as cover nodes, but the AI will hide, often taking a lower profile stance.

Triggers can be used for objectives, or spawning AI. When spawning AI, the trigger is linked to the AI ("W"), the AI is then often linked to an action node. The setting for the type of trigger should be noted in said triggers entity dialog ("N"). A trigger that spawns an AI should use "Trigger_spawn". A trigger that spawns a vehicle can use the "spawnvehiclegroup" function, or the (entity window tick box) "vehicle".

Connecting triggers to objects:

Trigger_multiple(triggerspawn)>>AI_actor(SPAWNER)>>Action_Node(near path nodes)

[edit] Testing Basic SP levels

In order to test a SP level successfully some basic assets need to be created:

Basic .GSC::

main()
{
	maps\_load::main();
}

Basic assets for the Zone_source .csv file:

ignore,code_post_gfx
ignore,common
col_map_sp,maps/MAPNAME.d3dbsp
rawfile,maps/MAPNAME.gsc
localize,MAPNAME
sound,common,MAPNAME,!all_sp
sound,generic,MAPNAME,!all_sp
sound,voiceovers,MAPNAME,!all_sp
sound,requests,MAPNAME,!all_sp
weapon,sp/mp5
xmodel,weapon_mp5
xmodel,viewmodel_mp5
sound,ru_battlechatter,mapname,all_sp
sound,uk_battlechatter,mapname,all_sp
xmodel,viewmodel_base_character
xmodel,viewmodel_base_viewhands

(Note: MP5 should be included as it is loaded as the players default weapon when using the basic script)

SinglePlayer levels should be loaded with "g_connectpaths 1", this can be defined in the shorcut of the game (+set g_connect paths1) or before the level is loaded in the console: "/g_connectpaths 1".

Note: "g_connectpaths 2" calculates paths in-game.

[edit] Common Errors

AI does not spawn

Selecting the AI actor and pressing "N" then ticking "spawner", usually fixes this. Also make the sure the trigger is set to "trigger_spawn" in its entity window. The basic script should be included from above and the compiling process must be completed successfully.

[edit] References

Objectives Scripting Setup

[edit] Useful Links

SP Starter Tutorial

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