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I have Dogs and actors from single player in my map.... help
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BlazinMohaa is Offline
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Default I have Dogs and actors from single player in my map.... help - 03-04-2003, 09:09 PM

Hello everyone. First time post. I have just recently learned how to script objects into MOH:AA DM maps. I do not create my own maps, but rather add onto the stock ones.
Here's my problem, someone showed me how to script a grenade box into the map, which was fine and looked like this
local.AmmoGrenade1 = spawn models/items/item_grenade_ammobox.tik
local.AmmoGrenade1.origin = (639 -470 -9)
local.AmmoGrenade1.angles = ( 0 20 0 )
Now all I did was change models/items/item_grenade_ammobox.tik tp models/animal/german_shepherd.tik and it worked fine the first time, I could actually kill the dog and it would respawn... but he didn't walk or attack, but he did bark a lot and stay looking at me where ever I went.. Is there any way to make characters like the dog or german_misc_scientist walk around or kill? the funny thing is that if you walk close to the scientist he'll kill you! it's fun, I just need more help. Thanks again and please reply, even if it's just a link. freak:
  
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bluebrooks is Offline
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Default 03-05-2003, 08:18 AM

I do the same type of modding you do. The best part, is that with scripting changes only, there is no reason for anyone to download your map. If you run the server, everyone can make use of your mods.

About your question......
First of all, are you using spear or the original MOH?

In MOH, I added dogs to all 8 DM boards, and they work fine. When I moved to spear, I moved over the mods, but I can't get them to work.

In MOH, I had the same problem you did with dogs not running around or biting.
What I did to fix it was....
1. When the dog sees you, or you shoot near him and he hears you, that player becomes the dog's enemy. If you called the dog local.dog1, then the player that is now the enemy is local.dog1.enemy. You don't have to script anything to do this, the server does it automatically.
To test it, add a loop to your script that looks something like this.

dog_enemy:
println ("Dog enemy = " + local.dog1.enemy)
wait 5
goto dog_enemy

2. There are 2 script files I used that are in the pak files...dog_attack.scr and dog_chase.scr

3. I made a thread in my level script to run the dog's AI. Every 2 seconds (or whatever you set it to), the dog checks to see if he has an enemy. If he does, he checks the vector length from the dog to the enemy. If the vector length is large (over 100 or so), then I call out to dog_chase.scr. If the vector length is low (under 100), then I call out to dog_attack.scr.

I am going to release this mod very soon. I just have to finish cleaning it up and email it over. If you'd like, I can give it to you. It will probably help you understand the concepts.

PM me if you like. Few people do these types of mods, and I'd like to keep in contact with those who do.
  
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BlazinMohaa is Offline
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Default 03-06-2003, 03:50 PM

Thanks alot, i replied to you yesterday... but maybe it didn't go through. Anyway, i would love to try and help as much as i can. I an still very new at this and just learned how to script maybe a week or so ago. IS there a site or anywhere specific that you learned? i mean yeah i can cut and paste what people show me but i want to know how to make them for my self from nothing. I would like a copy of the dogs mod that way i can open it up and learn how you did it then i can apply that to other animals. Thanksagain.
BlazinMohaa@Hotmail.com
  
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bluebrooks is Offline
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Default 03-06-2003, 09:08 PM

try this out
http://www.alliedassault.com/community/ ... CK/1.shtml
it explains a lot you need to know

my email is screwed up at home, so i won't be able to send it for awhile.
I'll submit it to this website also when i do.

you're learning the same way i did. good luck
  
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Default 03-06-2003, 11:00 PM

TIKI

setup
{
path models/fx/dummy
skelmodel dummy3.skd
}

init
{
server
{
classname ScriptModel
rendereffects +dontdraw
notsolid
}
client
{
settiki none

//================================================== ========
// DOG SOUNDS- cleaned up and ready for MOHTA - 6/11/02 - JG
//================================================== ========

aliascache dog_bark1 sound/characters/dog_bark_1.wav soundparms 1.5 0.0 0.8 0.4 160 4000 voice loaded maps "t dm obj "
aliascache dog_bark2 sound/characters/dog_bark_2.wav soundparms 1.5 0.0 0.8 0.4 160 4000 voice loaded maps "t dm obj "
aliascache dog_bark3 sound/characters/dog_bark_3.wav soundparms 1.5 0.0 0.8 0.4 160 4000 voice loaded maps "t dm obj "
aliascache dog_sniff sound/characters/dog_bark_4.wav soundparms 1.5 0.0 0.8 0.4 160 4000 voice loaded maps "t dm obj "

aliascache dog_pain1 sound/characters/dog_growl_1.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "
aliascache dog_pain2 sound/characters/dog_growl_2.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "
aliascache dog_pain3 sound/characters/dog_growl_3.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "
aliascache dog_pain4 sound/characters/dog_growl_4.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "
aliascache dog_pain5 sound/characters/dog_growl_5.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "

aliascache dog_death1 sound/characters/dog_growl_1.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "
aliascache dog_death2 sound/characters/dog_growl_2.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "
aliascache dog_death3 sound/characters/dog_growl_3.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "
aliascache dog_death4 sound/characters/dog_growl_4.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "
aliascache dog_death5 sound/characters/dog_growl_5.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "

aliascache dog_bite1 sound/characters/dog_bite_1.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "
aliascache dog_bite2 sound/characters/dog_bite_2.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "
aliascache dog_bite3 sound/characters/dog_bite_3.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "
aliascache dog_bite4 sound/characters/dog_bite_4.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps "t dm obj "

aliascache dog_collar1 sound/characters/dog_collar_1.wav soundparms 0.8 0.2 0.8 0.3 160 2000 auto loaded maps "t dm obj "
aliascache dog_collar2 sound/characters/dog_collar_3.wav soundparms 0.8 0.2 0.8 0.3 160 2000 auto loaded maps "t dm obj "
aliascache dog_collar3 sound/characters/dog_collar_4.wav soundparms 0.8 0.2 0.8 0.3 160 2000 auto loaded maps "t dm obj "

aliascache dog_fs1 sound/characters/dog_footstep_1.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps "t dm obj "
aliascache dog_fs2 sound/characters/dog_footstep_2.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps "t dm obj "
aliascache dog_fs3 sound/characters/dog_footstep_3.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps "t dm obj "
aliascache dog_fs4 sound/characters/dog_footstep_4.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps "t dm obj "
aliascache dog_fs5 sound/characters/dog_footstep_5.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps "t dm obj "
aliascache dog_fs6 sound/characters/dog_footstep_6.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps "t dm obj "
aliascache dog_fs7 sound/characters/dog_footstep_7.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps "t dm obj "
aliascache dog_fs8 sound/characters/dog_footstep_8.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps "t dm obj "

aliascache dog_growl1 sound/characters/dog_growl_1.wav soundparms 1.0 0.2 0.8 0.3 320 2000 voice loaded maps "t dm obj "
aliascache dog_growl2 sound/characters/dog_growl_2.wav soundparms 1.0 0.2 0.8 0.3 320 2000 voice loaded maps "t dm obj "
aliascache dog_growl3 sound/characters/dog_growl_3.wav soundparms 1.0 0.2 0.8 0.3 320 2000 voice loaded maps "t dm obj "
aliascache dog_growl4 sound/characters/dog_growl_4.wav soundparms 1.0 0.2 0.8 0.3 320 2000 voice loaded maps "t dm obj "
aliascache dog_growl5 sound/characters/dog_growl_5.wav soundparms 1.0 0.2 0.8 0.3 320 2000 voice loaded maps "t dm obj "

aliascache dog_pant1 sound/characters/dog_pant_1.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps "t dm obj "
aliascache dog_pant2 sound/characters/dog_pant_2.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps "t dm obj "
aliascache dog_pant3 sound/characters/dog_pant_3.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps "t dm obj "
aliascache dog_pant4 sound/characters/dog_pant_4.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps "t dm obj "
aliascache dog_pant5 sound/characters/dog_pant_5.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps "t dm obj "
aliascache dog_pant6 sound/characters/dog_bark_4.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps "t dm obj "
aliascache dog_pant7 sound/characters/dog_bark_5.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps "t dm obj "


}
}

animations
{
idle dummy3.skc
}
  
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  (#6)
BlazinMohaa is Offline
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Default 03-08-2003, 07:06 PM

thanks, but do i just insert all that into my "mapfix" file that i have made to seperate it some how? i inderted it and it didn't work. thanks again and i will keep expermenting
  
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[AWITS]O. Dahue-Manatee is Offline
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Default 03-09-2003, 05:18 PM

OK this thread got me wanting to add dogs to my forthcoming Stalag map. So I added the hund dogs but as mentioned above they just stand there looking mean and growling...How exactly do I get them to attack? I havent actually done any scripting before but I do understand the concept.

Any explanation and help would be appreciated.

Thanks.
  
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BlazinMohaa is Offline
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Default 03-09-2003, 11:38 PM

Well i copied all the stiff you listed cobra and wrote it into it's own .tik file and spliced it into the german_shepherd.tik, among other things and can't get it to work... could you please clarify what i am supposed to do with it? thanks
  
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