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Making Death Run map
01-01-2012, 07:59 PM (This post was last modified: 02-07-2013 08:27 PM by Lossy.)
Post: #1
Making Death Run map
In this tutorial i will show you how to make map for Death Run.


=== SPAWN POINTS ===

First of all you need to know atleast mapping basics, you can find basic mapping tutorials You are not allowed to view links. Register or Login to view.
You are not allowed to view links. Register or Login to view.

Load your map in radiant, right click on grid and chose MP > MP_JUMPER_SPAWN, this is the spawn point used by DR to spawn jumpers, place about 32 spawns for them.
[Image: dr_tut_1.jpg]


Now you need to make spawn for activator, right click on grid again and choose MP > MP_ACTIVATOR_SPAWN. Place it cloose to first trap's activation trigger.
[Image: dr_tut_2.jpg]

At the end place one MP_GLOBAL_INTERMISSION spawn for spectator.
Now you're done with spawns but you still have to put activation triggers into the list so we could disable them in free run.



=== TRIGGERS & DISABLING TRAPS IN FREE RUN ===

Select activation trigger, hit N key to see its properties and copy given targetname, in this example i will use targetname: "trap1_trigger". Copy all targetnames to one file, we will need them now.
[Image: dr_tut_3.JPG]


Open map script located in raw\maps\mp\mp_md_MYMAPNAME.gsc and now we will have to put these targetnames to the trigger list.
For this we will use function called addTriggerToList( name ), just paste this function at the end of your script.

PHP Code:
addTriggerToListname )
{
    if( !
isDefinedlevel.trapTriggers ) )
        
level.trapTriggers = [];
    
level.trapTriggers[level.trapTriggers.size] = getEntname"targetname" );



Each activation trigger must be written in this script otherwise mod will not disable traps in free run, place this code in your main() function:
PHP Code:
addTriggerToList"trap1_trigger" );
addTriggerToList"trap2_trigger" );
addTriggerToList"trap3_trigger" ); 

After all edits code should look similar to this
PHP Code:
main()
{
    
maps\mp\_load::main();

    
level.fx_sparks loadFx"sparks/electric" );
    
    
thread trap1();
    
thread trap2();

    
addTriggerToList"trap1_trigger" );
    
addTriggerToList"trap2_trigger" );
}


addTriggerToListname )
{
    if( !
isDefinedlevel.trapTriggers ) )
        
level.trapTriggers = [];
    
level.trapTriggers[level.trapTriggers.size] = getEntname"targetname" );
}


trap1()
{


    
trig getEnt"trap1_trigger""targetname" );
    
panel getEnt"trap1_panel""targetname" );
    
brush getEnt"trap1_brush""targetname" ); //entity has key: dmg value: 1000

    
trig waittill"trigger" );

    
playFxlevel.fx_sparkspanel.origin );
    
brush moveZ( -600);
    
brush playSound"heavy_impact" );
}


trap2()
{
    
fire loadFx"fire/someFireEffect" );

    
trig getEnt"trap2_trigger""targetname" );
    
panel getEnt"trap2_panel""targetname" );
    
brush getEnt"trap2_brush""targetname" ); // trigger_hurt, dmg:50

    
brush.origin brush.origin + (0,0,500);
    
trig waittill"trigger" );

    
brush.origin brush.origin - (0,0,500);

    
playFxlevel.fx_sparkspanel.origin );
    
playFxfirebrush.origin );

    
wait 10;

    
brush.origin brush.origin + (0,0,500);





=== TIME RECORD ===
(This functionality was added in Death Run version 1.2)

Now you should add end trigger to your map, it will notify mod that player finished map and the time record could work. For this place trigger_multiple with "targetname" set to "endmap_trig" at the end of your map.




=== MISC ===
(This functionality was added in Death Run version 1.2)

Since DR 1.2 You can mark Yourself as author of the map. Other players will see green icon similar to that one from mappers group on forum. Function arguments are as below and this function should be called in your main() before wait statements:
braxi\_common::mapAuthor( <name>, <last 8 digits from of guid> );
braxi\_common::mapAuthor( "BraXi", "123abc4d" );

Thats all, now make awesome map and throw us to knees.

[Image: 9511cc32d524d7f4b3f2ec1799960283_original.gif]
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QueNNch (03-07-2013)
08-16-2012, 12:16 PM (This post was last modified: 08-16-2012 01:06 PM by FR3AK.)
Post: #2
RE: Making Death Run map
Can i know,what's program called that with mapping , Please Sad.I use one map/mod tool bugged maybe.Cause I cant launch.

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08-16-2012, 01:06 PM
Post: #3
RE: Making Death Run map
Go to <CoD4>/bin folder, there should be Radiant.

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08-16-2012, 01:10 PM
Post: #4
RE: Making Death Run map
LoL i found it, ty very much.

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09-03-2012, 08:11 PM
Post: #5
RE: Making Death Run map
Updated for Death Run 1.2

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10-12-2012, 02:45 AM
Post: #6
RE: Making Death Run map
show us from the start
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10-12-2012, 03:04 AM
Post: #7
RE: Making Death Run map
(10-12-2012 02:45 AM)codglitcher00 Wrote: You are not allowed to view links. Register or Login to view.show us from the start

These are custom stuff made for deathrun only the rest is basic mapping which you can find around here or just google "CoD4 PC Basic mapping" Or go to You are not allowed to view links. Register or Login to view. they have a wiki page full of stuff: explains why braxi said at the top of the page "First of all you need to know atleast mapping basics, don't ask me for mapping tutorials because internet is full of them."

But it seems most people simply ignore this message and expect people here to guide them through it and take all the credit -_-

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Got any questions? Spam You are not allowed to view links. Register or Login to view.
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10-12-2012, 03:12 AM
Post: #8
RE: Making Death Run map
(10-12-2012 02:45 AM)codglitcher00 Wrote: You are not allowed to view links. Register or Login to view.show us from the start

(01-01-2012 07:59 PM)BraXi Wrote: You are not allowed to view links. Register or Login to view.First of all you need to know atleast mapping basics, don't ask me for mapping tutorials because internet is full of them.

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12-22-2012, 04:58 PM
Post: #9
RE: Making Death Run map
great braxi but This Thread Need More Things
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12-22-2012, 06:20 PM
Post: #10
RE: Making Death Run map
(12-22-2012 04:58 PM)HELLZ-Q8 Wrote: You are not allowed to view links. Register or Login to view.great braxi but This Thread Need More Things


It's enough for those who know GSC scripting, and those who don't, shouldn't make deathrun maps.

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