hello everyone, can someone please tell me how i would go about adding or "spawning" items into the default MOH:AA maps? for example if i wanted to add a couple boxes to DM1 map, what software would i need for that? i downloaded mohradient and that doesn't seem to work on the type of files that the defualt maps are in. i've read here and know that local.piano = spawn script_model local.piano model "static/piano.tik" local.piano.origin = ( -1300 352 -450 ) local.piano.angle = 60 will put a piano in the bar in map 3 but don't know where to put that text and if i need any software. Thanks in advanced
If you want to just add it server side heres what you do.... _________ The tools I used were pakscape and a script editor(when needed) copy the script files for the maps you want to mod into this path mohaa/main/map/dm or obj inside the dm and or obj folder create a new folder called mapfixes (or what ever you want to call it) inside the mapfixes folder you will make new scipt files with an ID you will use in conjunction with the origional script file. leave these new script files blank inside. (or make a basic set up to copy and work with, thats what I do) Now open up your original map scripts (in the dm or obj folder) and add this line: exec maps/dm/mapfix/nameOfmapfix.scr (use the map ID for the .scr) you add the new line after the following line: setcvar "g_scoreboardpic" "mp_bahnhof_dm". Now you will also need to make a pk3 file with the same folder and files in it. The name of mine is zzzzzzzzzzzSDmapfix.pk3. Now start up the game, go to the map you want to mod. Once its started stay in observer to move around easy. Open your console and type: editscript and hit enter Now you will see a menue of the maps you want to mod, there will also be the name of the mapfix folder Open the mapfix folder and click on the new .scr file you made. Now you can add the items you want to work on. To obtain your coordinates type in the console: coord and then hit enter. This will give you 3 sets of numbers. don't worry about the .00 you don't need those numbers, just the primary numbers. ex; 345.65 all you need is the 345 (don't use the decimals) the last set of numbers is for your elevation, the other two determin forward back left and right (depending on your map and object position. the second set of 3 numbers are your angles in degrees. Now when ever you add something I suggest you leave a title on the object like this // MapFix //ALLIES DEFENSES //AT WEST EXITWAY BY THE DEAD CAR local.fix1 = spawn script_model local.fix1 model "static/barbwire_long_two_post.tik" // FRONT local.fix1.origin = ( -3970 3845 -380 ) local.fix1.angles = (0 0 0) local.fix1.scale = 1.0 local.fix1 solid also if you want to make an object bullet proof use this command: local.fix1 nodamage As for figuring out the items placement thats hit and miss, test it out and you'll get the hang of it. Be sure to save your changes as you go incase anything crashes, also once you close the editscript, if you open it again you will not see the changes, ie; lose them. So be sure to keep it minimized untill you are sure you have everything you want. Once you are done with your changes go and shut down the game. Now go to the main or mainta/maps/dm/mapfix folder and copy your changes over to the pk3 file you created. Save the changes there (the pk3 should be in your main or mainta folder btw.) Then start the game up and look at your additions. If you don't see anything at all, make sure you didn't make any mistakes, or that the items are not under ground. Some items also can not be added to maps. Thats a whole other post. Now if you need to make any changes you go back through the steps I listed above. I hope this helps. Also another way to make sure you are doing things right is to go take another map fix, use the steps I told you to use and see if you can emulate them with the proven add ons. Good luck.
FK of the MOB sent me a list of items which he has been able to get to spawn into the maps. I also found one or two things which work, be advised this isn't all of the spawnable items. But this is a good start as he pointed out. I know FK is going to post the list but since its not up yet, heres a basic grouping to use. At the bottom is a list of test objects which I haven't used yet. I put this list on a notepad and put it in the map/dm/ folder so I can copy them directly over when I need them. It cuts down on the time. Good luck, and again, thanks goes to FK of the MOB. AXIS TANKS static/vehicle_panzer_iv_europe.tik vehicles/panzer_iv.tik vehicles/kingtank_all_d.tik vehicles/panzeriv_w_d_base.tik static/vehicle_tigertank.tik static/vehicle_tigertankDSRT.tik vehicles/panzeriv_w_d_cannon.tik static/vehicle_ktigertank.tik ALLIES TANKS vehicles/shermantank.tik vehicles/shermantank_damaged.tik static/vehicle_shermantank.tik static/vehicle_shermantank_dead.tik AXIS VEHICLES vehicles/bmwbike_d.tik vehicles/bmwbike.tik static/vehicle_bmwbike.tik static/bmw_destroyed.tik vehicles/opeltruck_d.tik static/vehicle_opeltruck_green.tik vehicles/opel_truck_2_1.tik (Snow covered green truck) vehicles/opeltruckgreen_d.tik static/vehicle_opeltruck1 (Tan truck with no tarp) (has solid area behind it) static/vehicle_stucka.tik static/vehicle_fockwulf.tik static/v2 static/.tik static/.tik ALLIES VEHICLES static/vehicle_jeep.tik static/vehicle_gmctruck.tik static/piperplane.tik static/higginsxtrahull.tik vehicles/higginslite.tik vehicles/higgins_damage static/.tik static/.tik static/.tik static/.tik static/.tik CIVILIAN VEHICLES static/vehicle_car_rusted.tik static/vehicle_car_burnt.tik static/vehicle_european_car_grey.tik static/vehicle_european_car_silver.tik static/vehicle_european_car_tan.tik static/vehicle_european_delivery_truck_green.tik static/vehicle_european_delivery_truck_red3.tik static/vehicle_european_delivery_truck_grey.tik static/rusty_truck.tik vehicles/mercedes static/vehicle_mercedes.tik static/vehicle_dtruck_rusted.tik static/vehicle_dtruck_burnt.tiK static/wagon.tik static/.tik static/.tik static/.tik FURNITURE ITEMS static/bathtub.tik static/bathtubwithshowerhead.tik static/peetrough" long.tik urnal to put against the wall static/wardrobe_damaged.tik static/hopechest.tik static/planningtable.tik (large green table you can get on) static/ornaterectable.tik (medium sized table you can get on) static/ornaterectable_d.tik static/worndowntable.tik static/.tik static/.tik static/.tik static/.tik MISC ITEMS 1 static/static_cablespool_empty.tik static/static_cablespool_full.tik static/88shell.tik static/50cal_crate.tik static/45cal_crate.tik static/30cal_crate.tik static/indycrate.tik static/produce_cart.tik static/welding_torch.tik static/hedgehog.tik static/hedgehog_cluster_two.tik static/hedgehog_cluster_two_seperated.tik static/hedgehog_cluster_three.tik static/minepole.tik static/.tik static/.tik static/.tik MISC ITEMS2 static/fire.tik static/signpost_caen.tik static/signpost_stlo.tik static/signpost_veret.tik static/signpost_vierville.tik static/parachute.tik static/parachute_actors.tik static/signpost_caen.tik static/.tik static/.tik static/.tik static/.tik NATURAL ITEMS static/bush_buckthorn.tik (tall thin bush with berries) static/bush_regularbush.tik (small bush) static/rock_large.tik static/rock_medium.tik static/rock_winter_medium.tik static/rock_winter_large.tik static/rock1.tik static/rock2.tik static/haystack.tik static/haystack_dry0.tik (wide hut like haystack) static/haystack_dry02.tik (taller and thinner stack) static/.tik static/.tik static/.tik static/.tik SANDBAGS static/sandbag_longsegment.tik static/sandbag_link_main.tik static/sandbag_link_main_winter.tik static/sandbag_link_leftbend.tik static/sandbag_link_rightbend.tik static/sandbag_link_rightbend_winter.tik static/sandbag_rightangle.tik static/sandbag_link_bottomcap.tik static/sandbag_link_bottomcap_winter.tik static/sandbag_link_topcap.tik static/sandbag_link_topcap_winter.tik BARBWIRE static/barbwire_long.tik static/barbwire_long_two_post.tik static/barbwire_long_one_post.tik static/barbwire.tik static/barbwire_one_post.tik static/barbwire_post.tik static/barbwire_two_post.tik static/barbwire_tetra_post.tik BODIES static/body_usvest06.tik static/body_usvest05.tik static/body_usvest04.tik static/body_usvest03.tik static/body_usvest02.tik static/body_us06.tik static/body_us05.tik static/body_us04.tik static/body_us03.tik static/body_us02.tik static/body_us01.tik static/bodies_tarp.tik static/body_german01.tik STILL TESTING TO SEE IF THEY WORK static/static_naziflag1.tik static/static_naziflag2.tik static/static_periscope.tik static/bookcase.tik static/bighutch.tik static/bshelf-tall-thin-damaged.tik static/bshelf-tall-thin.tik static/bunkerstove.tik static/minepole.tik static/static_bangalore.tik static/square_table.tik static/1_3_bridge static/tree_birch.tik static/tree_commontree.tik static/tree_juniper.tik static/tree_oak.tik static/tree_regularpalm.tik static/tree_shortpalm.tik static/tree_smallyucca.tik static/tree_squatpalm.tik static/tree_tallyucca.tik static/tree_winter_fillpine.tik static/tree_winter_midpine.tik static/tree_winter_smallpine.tik static/tree_winter_tallpine.tik static/tree_winter_thicktrunk.tik static/tree_winter_thintrunk.tik static/trunk.tik static/vanity.tik static/vehicle_c47.tik static/vehicle_sdkfz.tik static/officer_tent.tik static/us_mortar.tik static/1_1-parachute-barn.tik static/fuel_tank.tik static/fuel_tank_d.tik static/fuel_tanks.tik static/fuel_tanks_d.tik static/generator.tik static/granatwerfer.tik static/grandfathers_clock.tik static/hedgehog_snowy.tik static/logs0.tik static/logStack0.tik static/Opel_Truck_2_2.tik static/panzer_tank2.tik static/t34_dtm.tik static/t34_base_d.tik static/t34_cannon_d.tik static/PzB41_turret.tik static/PanzerIV_w_mg42.tik static/panzerwerfer42_d.tik static/dead_paratrooper.tik vehicles/gmctruckpath_opening.tik vehicles/gmctruck_opening.tik vehicles/gmctruckpath_opening.tik vehicles/truck2path_opening.tik vehicles/m3.tik vehicles/higginslite.tik vehicles/higgins_damage.tik vehicles/static_higginsdoor.tik vehicles/higginsxtrahull.tik vehicles/sdkfz_green_d.tik vehicles/sdkfz_mg42.tik vehicles/sdkfz_shield.tik vehicles/sdkfz_desert_d.tik vehicles/sdkfz_afrika.tik vehicles/panzer_iv_eud.tik vehicles/opeltruckgreen_canopy.tik vehicles/.tik vehicles/.tik vehicles/.tik vehicles/.tik vehicles/.tik //sample object local.fix1 = spawn script model local.fix1 model "vehicles/mercedes.tik" local.fix1.origin = ( -410 800 -25 ) local.fix1.angles = ( 0 0 0 ) local.fix1 solid local.fix1 nodamage local.fix1 hide local.fix1.scale = 1.75
thanks for your help, it is very detailed i did what you said and no luck.... i made the directories and copied a SCR file there, emptied it out added this " // MapFix //FIX local.fix1 = spawn script_model local.fix1 model "static/vehicle_shermantank.tik" // FRONT local.fix1.origin = ( -1505 659 37 ) local.fix1.angles = (0 0 0) local.fix1.scale = 1.0 local.fix1 solid " and still can't get it to work... do they only spawn on flat ground? is notepad an ok script editor to use for the SCR files? Thanks again i also made the pk3 file and put a link to the fix.scr into the original mohdm2.scr
You had a " at the end of your script. It was next to local.fix1 solid. Is this a type o in the message you sent or is that present in your actual one? If so that could cause the problem. Also items will spawn in just about any area you put them in, the key to remember is that all the items have a height wich you have to add to your solution. So if 37 was the height at ground level then you need to add possibley 100 to it so it would be ( -1505 659 137) And I am assuming you are placing this pk3 file with all the fixes in your main or mainta folder (depending if its SH or AA). This script should work..... did you try any other objects? Some times objects won't spawn in certain areas on a map. But the ground being flat has no affect on it. You could submerge the tank up to its turret if you wanted to. local.fix1 = spawn script_model local.fix1 model "static/vehicle_shermantank.tik" // FRONT local.fix1.origin = ( -1505 659 37 ) local.fix1.angles = (0 0 0) local.fix1.scale = 1.0 local.fix1 solid
Thanks man you've helped a lot. I'm now spawning things my girlfriend has actually done more maps than me now that i showed her how to (thanks to you). anyway i can do tanks, fire, cars... all that but still have a few questions.... 1. can i change the direction an object faces? 2. with every object being "solid" it creats problems, like the right angle sand bag isn't useable cause it's a solid square, and i can't jump into trucks or wagons... thanks again
Hey glad to hear you on your way. Yes the vehicles are dissapointing. As for changing angles. The second group of of numbers determins the X Y Z of your position. Mess with them alot. Heres the usuable wpns set up, I got this from other mods, so the id's are still the same. I've got working 88's in Malta, talk about fun! local.AmmoGrenade1 = spawn models/items/item_grenade_ammobox.tik local.AmmoGrenade1.origin = (639 -470 -9) local.AmmoGrenade1.angles = ( 0 20 0 ) local.mp44 = spawn models/weapons/mp44.tik local.mp44.origin = (316 -767 15) local.mp44.angles = ( 302 0 90 ) local.mp44 = spawn models/weapons/bar.tik local.mp44.origin = (838 13 -37) local.mp44.angle = 90 local.mp44 = spawn models/weapons/m1_garand.tik local.mp44.origin = (810 13 -37) local.mp44.angle = 90 local.mp44 = spawn models/weapons/G43.tik local.mp44.origin = (824 13 -37) local.mp44.angle = 90 local.mp44 = spawn models/weapons/enfield.tik local.mp44.origin = (852 13 -37) local.mp44.angle = 90 local.mp44 = spawn models/weapons/ppsh_smg.tik local.mp44.origin = (866 13 -37) local.mp44.angle = 90 local.mp44 = spawn models/weapons/sten.tik local.mp44.origin = (880 13 -37) local.mp44.angle = 90 local.mp44 = spawn models/weapons/kar98_mortar.tik local.mp44.origin = (3592 -3084 66) local.mp44.angles = ( 0 0 0 ) //STATIONARY WEAPONS //setup allied vehicles and guns local.mg422 = spawn models/statweapons/mg42_gun.tik local.mg422.origin = ( -694 -1038 616) //+65 above sanbags local.mg422.angle = -90 local.mg422 yawCenter -90 local.mg422 maxyawoffset 40// OR 50 local.mg42B = spawn script_model local.mg42B model "statweapons/mg42_bipod.tik" local.mg42B.origin = ( -694 -1038 616) local.mg42B.angles = (0 -90 0) local.mg42B solid local.mg421 = spawn models/statweapons/P_flak88.tik local.mg421.origin = ( -420 -3000 -62) local.mg421.angle = 165 local.mg421 yawCenter 165 local.mg421 maxyawoffset 40 local.mg421 = spawn models/statweapons/P_granatwerfer_base.tik local.mg421.origin = (5136 -4032 30) local.mg421.angle = 163 local.mg421 yawCenter 163 local.mg421 maxyawoffset 40 //SMOKE AND FIRE!!!!!!!!! //Fire burning in one of the crates local.fire = spawn script_model local.fire model "emitters/shermansmoke.tik" local.fire.origin = ( -2448 -2494 -70) local.fire.angles = (0 133 0) //FIRE AND SMOKE!!! local.fire = spawn script_model local.fire model "emitters/fireandsmoke.tik" local.fire.origin = (374 44 367) local.fire.angles = (0 133 0) local.fire = spawn script_model local.fire model "emitters/cheapsmoke.tik" local.fire.origin = (122 -430 700) local.fire.angles = (0 133 0) local.fire = spawn script_model local.fire model "emitters/ddaysmoke2.tik" local.fire.origin = (427 -1110 -205) local.fire.angles = ( 3 -93 0 ) local.fire = spawn script_model local.fire model "emitters/linger_smoke.tik" local.fire.origin = (759 875 -160) local.fire.angles = ( 0 -95 0 )
wow! thanks for helping a newbie like me so much! I'm only spawning in MOH:AA right now, not spearhead... will all these work in AA also? i will try some now, but just wondering. also i'm still wondering about the solidarity of some objects that i know aren't like that in regulat games. for example the right angle sand bags..... there not useable, i noticed that we put solid = 1 in the script... are there other optins here? thanks again and i hope to let you see my maps soon
Hey no problem man, I'm still learning this too. I am sure other scripters will see thier map mod notes listed in the data I gave you. We all have to start somewhere. I owe all my work to the help of the gang here. So I should do the same and help as much as I can. The other options for objects I listed in the example in the main object list. Its at the bottom. Those are the things I know of right now. Theres still alot more to learn for me too. SH objects will not work in an AA server. It would have to be a SH server running AA maps.
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. any ideas
Ty guys, this thread has been very helpful for me. A quick question and a quick bit of info. You know in V2, the metal stand that the missile sits on, does anyone know the file name? I want to spawn it. Also, a couple more usable weapons. //AA gun. local.mg421 = spawn models/statweapons/P_aagun_base.tik local.mg421.origin = ( xxx xxx xxx) local.mg421.angle = 165 local.mg421 yawCenter 165 local.mg421 maxyawoffset 40 //Portable mg-42 local.mp44 = spawn models/weapons/mg42carryable.tik local.mp44.origin = ( xxx xxx xxx) local.mp44.angle = 90 Cheers. S
I need some help with adding sandbags, every time i do nothing else shows just goes to default map file.
If you are trying to spawn stuff, but no matter what you do you cant get it to work, then try caching the item for the map. Say you want to spawn a semicircle sandbag, you would cache it like this: Right after the level waittil prespawn add this line : cache models/static/sandbag_large_semicircle.tik That all there is to it. Sometimes not adding a cache line can cause you a problem. Good luck.
prespawn ah awesome thanks, been working on server side of stalingrad basing it on the movie finally Its almost done.
ladders? can some one explain to how i can spawn ladders that work, into the maps. i wish to put a ladder in the hunt. next to the bathtub so you can snipe from the loft. anyone got any ideas. TIA
Hiya people! Great thread! I've found it really useful! However, i'm having trouble with a couple of things and could REALLY use some help! 1) i want to spawn a dead bazooka trooper (or dead soldier) by the truck at the ally start point in Berlin and a bazooka by his side, and similarly one in the middle of the beach in Omaha. Whatver i do, i can't get the dead body to appear.... And 2) Does anyone know where/how i can change the variables that determine respawn time for spawned weapons? At present any spawned weapons reappear every 20 seconds.... i'd like to either make them permanent weapons (like the portable mg42 in Spearhead) or change the respawn time on them. I've had no trouble inserting weapons in any other maps. Just these two (the unit) i'm having trouble with, and similarly the respawn thing.... Any help would be really appreciated!
Come on people! From the look of this post, it seems there are people out there who may have an answer to this! Anyway... i've solved part of my doubts.... the only real problem i'm having is working out weapon respawn time/properties. You can make a weapon not respawn by adding: set_respawn 0 BUT, is there a way of either: a) changing the TIME between respawns or b) changing the properties of spawned weapons so they don't disappear after 30 seconds when dropped? (like the mg42) If anyone knows this i'd REALLY appreciate it!! I was hoping the MG42 tik files might contain the solution, but i'm not having much luck.... but please someone help me with this, because i'm going nuts! Even a "no, this is not possible" is useful. Please please please? (cries of desperation!)
re hey i am trying to add some bobwire to malta in the demo but when you said go get the map files what would they be called in the demo there is only MP_Malta_DM.bsp what should i do?? and after that could you guide me?