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World at War: SP Vehicles
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[edit] AI Vehicles in Singleplayer CODWAW
(the following includes a work around for the opel blitz - please correct this if there's an easier way - alternatively if not using a 'truck'/opel the skip any "notes")
Using AI vehicles in Singleplayer is relatively the same as the past games in the COD series, since COD4 it is not necessary to include custom sound aliases or scripts.
A moving vehicle is a script_vehicle xmodel which has a path (vehicle_nodes or origins)and has the appropirate script reference. (see below for pre-cache)
The "shift V" method can still be used to edit and create vehicle paths along with path_nodes. Shift+v works by selecting any node in the vehicles path, pressing shift+v then typing in the desired values and clicking on the needed option, you can enter the settings manually too.
[edit] Scripts
We must load the needed vehicle scripts for our level before loading the _load function:
main()
{
maps\_truck::main( "vehicle_ger_wheeled_opel_blitz", "opel" );
maps\_load::main();
}
So here we are loading the script associated with our TYPE of vehicle, in this case a "truck" and we are calling the model, in this case vehicle_ger_wheeled_opel_blitz and the name of the vehicle "opel".
For other vehicles scripts:
_80s_hatch1 _80s_sadan1 _80s_wagon1 _aircraft _amtank _buffalo _tanker _truck _sherman
Next we need to add a list to the _vehicletypes.gsc in the raw/maps folder: before:
set_type( "truck", "vehicle_pickup_roobars"); set_type( "truck", "vehicle_pickup_4door"); set_type( "truck", "vehicle_opfor_truck"); set_type( "truck", "vehicle_pickup_technical"); set_compassType( "truck", "automobile" );
after:
set_type( "truck", "vehicle_pickup_roobars"); set_type( "truck", "vehicle_pickup_4door"); set_type( "truck", "vehicle_opfor_truck"); set_type( "truck", "vehicle_pickup_technical"); set_type( "truck", "vehicle_ger_wheeled_opel_blitz" ); set_compassType( "truck", "automobile" );
So we added: set_type( "truck", "vehicle_ger_wheeled_opel_blitz" ) to the 'truck' section.
So now the vehicletype 'opel' or 'truck' is valid for the vehicle entity in radiant and both vehicle files are present
[edit] Vehicle Entity Setup
In the Editor: (quotes "" and brackets() should never be used in the Entity Dialogue)
Vehicle:
| KEY | VALUE |
|---|---|
| classname | Script_vehicle |
| model | vehicle_opel_blitz |
| origin | (origin is created automatically) |
| script_noteworthy | (any name to define the vehicle in a script) |
| script_team | axis (allies/axis to define friendly/foe) |
| script_vehicleride | 2 (any number from 0+, used for linking ai to said vehicle) |
| script_vehiclestartmove | 0 (vehicle moves on spawn) |
| target | (usually the name of the first vehicle_path node) |
| vehicletype | opel |
| script_vehiclespawngroup | 0 (defines a group to spawn with of the same number) |
AI ride/drive vehicle:
| KEY | VALUE |
|---|---|
| classname | actor_axis_ger_ber_volk_reg_kar98k |
| model | char_ger_wrmcht_fullbody1 |
| origin | (automatic - deselect and reselct actor for updated origin) |
| script_startingposition | 0 (0= driver 1=cargo/gunner 2=cargo 3=cargo etc) |
| script_vehicleride | 2 (the number corresponds with the vehicles "vehicleride" number) |
A vehicle can be a spawner when linked via a trigger, the vehicles properties should then include.
Select the Vehicle in the editor and in the Entity Editor tick the boxes:
- Spawner
- ForceSpawn
- Undeletable
[edit] Vehicle Sounds
Vehicle sounds must be loaded from the levels zone source file.
sound,vehicles,see2,all_sp sound,vehicles,see1,all_sp sound,vehicles,yourlevelname,all_sp
[edit] Vehicle List
| Vehicle type | Vehicle model name |
| 80s_hatch1 | vehicle_80s_hatch1_brn_destructible |
| 80s_hatch1 | vehicle_80s_hatch1_green_destructible |
| 80s_wagon1 | |
| amtank | vehicle_usa_tracked_lvta4_amtank |
| opel | vehicle_ger_wheeled_opel_blitz |
| truck | vehicle_opfor_truck |
| truck | vehicle_pickup_4door |
[edit] Vehicle Example Files
WIP - just posting this so far so I don't lose it
Vehicle tutorial, example, modules and AI setups by techno2sl.
Download:
Installation: Before you do this, be aware that I have modified some module files in codwaw/zone_source and have created new ones. This is simply because the originals were missing required assets or had out of date assets, you can revert back at any time by installing the zone_source folder from any relevant build of the mod tools.
Open vehicle_tutorial.zip with WINRAR or Winzip and extract the folder to CODWAW installation directory.
Files inside:
Readme.txt
raw/
maps/vehicle.gsc maps/vehicle_fx.gsc maps/vehicle_amb.gsc maps/vehicle_anim.gsc
zone_source/
vehicle.csv module_triple25.csv modeul_flak88.csv module_tiger.csv module_shermantank.csv module_truck.csv module_pak43.csv module_panther.csv module_halftrack.csv
User guide:
Step 1 First choose a vehicle, "AI_vehiclename" means the vehicle is operated by AI - "usable_vehiclename" means the vehicle can be used by the player. Once you have chosen a vehicle, simply place it in the map via right clicking the 2d view and select misc>Prefab
Once you have the prefab in your level and in the place you want it... STAMP IT! Click the button to the top right of the toolbar in Radiant which resembles a 'stamp', hover the mouse over it to be sure.
This explodes the prefab vehicle into your level so you can manipulate it easily without going back and forth into a prefab.
Be sure to check out the ones that have different variants like the Sherman.
For vehicle paths, set down info>vehicle_nodes and rotate nodes, make sure you set their directions using "R" and have the first node as the start node (press "N" on it). Connect the nodes one by one. You can hit shift+v on the nodes and vehicle now to set other options.
The vehicle should have "script_vehiclestartmove 0" in order to move right away.
Choose a vehicle from the list below, then Press F3 and search for your vehicle and it's instructions. After choosing the vehicle you must add the script to your levels script (check the vehicle.gsc for an example) and add the module to your zone file. (include,module_vehiclename - check the vehicle.csv for an example)
Sherman Tiger Pak43 Flak88 Triple25 Halftrack Panther Opel Blitz
Vehicle List and Instructions:
- FLAK 88 *******
Usable: map_source/_prefab/usable_flak88.map
AI: map_source/_prefab/AI_flak88.map
include,module_flak88
- Sherman *******
map_source/_prefab/ai_sherman.map
// Note, the sherman zone source uses several features from the Tiger tank, keep these!
- Halftrack *******
map_source/_prefab/usable_halftrack.map
map_source/_prefab/ai_halftrack.map
- Tiger *******
map_source/_prefab/ai_tiger.map
include,module_tiger
- Triple25 *******
map_source/_prefab/usable_triple25.map
include,module_triple25
- Panther *******
- Opel Blitz *******
// END NOTES:
Yes there are default modules included with the tools, but these will present a huge list of errors as lots of files are missing. I've compiled test levels in order to gain all assets needed for each vehicle and then made my own custom modules which have been tested locally.
I haven't tested anything in co-op (YET), so good luck.... but there are hidden clientside scripts for some vehicles, I have not read through them yet but will look into them and co-op in general if any issues arise.
