Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Soares93

#1
hey guys, could you help me with the following? I was looking for a mod that makes the sniper scope move/swing when activated and i found rock's realism mod in AAAA, i tried to rip that specific part of the mod but i simply don't know enough about scripting to do it, so i was wondering if one of you could do it for me and then send me the file or upload it to AAAA.
#2
MOHAA Series: General / Re: SP maps to objective
December 26, 2015, 11:08:27 AM
I think it would be easier if you try to stick with the original objectives of SP, it would look like a coop mod but with the 2 teams trying to complete the original objectives, example m1l1; Allies' objectives, infiltrate the algerian village; Axis' objectives; stop the Allies. Once the Allies team reaches the checkpoint the spawns for the teams change. m1l2 Allies objective could be to free the OSS bot (that bot would need to have a large ammount of health to make the level more challenging) which the Axis team would have to kill. 2nd allied objective in that map could be the rescue of the prisioner bot and the last objetive would be to blow up the flak 88s. For the jeep levels, it would probably be better if it was a bot driving the jeep through the path in sp with the allied team protecting it until it reaches its destination, axis team would have to destroy the jeep with panzerschrecks previously selected in the primary weapon window. An extra for that level could be the option of an allied player manning the Cal. 30 by pressing 'use' near the jeep. As for the missions with the king tiger, it would be like Pac's escort mod, but the king tiger bot tank would fire at buildings and axis players and bot tanks, axis team would have to once again to select the bazookas in the primary weapon window. another extra that can be added could be usable flak88s or flak88 bots aiming at the allied players and the captured king tiger.
Overall, such mod would be great as it would require team work to complete the level.
#3
I once dowloaded a free trial of Lightray3D but it didn't worked with .skd files, does the link you have is for a version with the skd plug-ins?
#4
Because it makes sense if you want to move quietly you open the door very slowly in order not to make a sound and alert the enemy. It wouldn't look very good in game you slam the door and no sound is made.
#5
Ok, thanks Cobra, I'll test it as soon as possible. But still, aren't any commands that can tell the door the speed it should open/close? or that is only reserved to .skc files?
#6
Hey guys, how are you? Can you tell me if its possible to make a mod that opens the doors ingame slowlly without making sounds by pressing the "run/walk" and the "use" keys together trough the means of .scr files? The silenced weapons pack already helps alot in single player but when i open the doors the npcs come running to the source of the sound that the door makes, alerting them and blowing my cover.
#7
Hey guys, I'm afraid that the mod will not be completed now that I got a job and will not have much time to finish it. Probably after including the 'disguise' mod and the medic/radioman classes (riped from MOH Hell in the Pacific mod) in the maps scr and add the final voice sounds I will post it on mohaaaa.co.uk for you guys to try it out and if you wish to later improove it.

Progress so far is:
SINGLE PLAYER
-RTCW weapons skin pack;
-RTCW silenced weapons pack added in single player, making the stealth part of mohaa just as intense like in the stealth missions in RTCW (and allows you to move around the map without being noticed by the majority of the nasty npcs ;) ).
-completely new inventory of weapons that makes the gameplay a bit more different;
-RTCW background music playing in almost every map of the campaign;
-the original npc skins of mohaa were replaced with the skins of RTCW's npcs (ex: Blackguards, venom soldiers,...) and have the single player voices from RTCW.
-Health packs have low healt to make the gameplay harder and more intense (I DARE YOU to play mohaa in hard mode with these health packs  8) ).
-Unfortunately no awsome single player campaign where Lt. Powel escapes from Castle Wolfenstein, or fights zombies in the catacumbs, or figths DeathsHead in the X-labs.

MULTIPLAYER
-RTCW's original multiplayer voices replace mohaa's multiplayer voices although some of them do not match with the written instant message;
-An almost complete skin pack from RTCW's both single player and multiplayer modes;
-New global localization messages;
-Hud hasn't many new features, just the crossair and the compass riped from RTCW.

OTHER FEATURES
-RTCW blood mod;
-RTCW sound effects that replace MOHAA's original sound effects example bullet hit objects and bodies; footsteps, weapons change, ammo pick up and 'press button' sounds.
-RTCW muzzle flash mod.

Hope you will like it :)
#8
MOHAA Series: General / Re: MG stand anim
September 19, 2015, 09:41:40 AM
I see. In that case a custom animation has to be made to replace the stock 'standing' animation. It would work fine client side but I dont know if it would work just as well if it was just running in the server, players visiting that server could see their mg42 spinned in some crazy angle or other side effects.
#9
MOHAA Series: General / Re: MG stand anim
September 19, 2015, 07:38:07 AM
That 'holding gun at waist height' anim already exists and i've seen it happen when a player is spawned in the same area an object is,most likely you will have to go to the global/mike_torso.st look for a line that says 'STAND' or something and look for the line that give the directory for the .skc file and change it.
Although i think it woldn't look very good to see a player in a relaxed position like the one you refered and when the player decides to shoot, the model would stick out the weapon and aim at the targed in less than a second, faster than its own shadow... that's Luky Luke's thing not mohaa's :D
#10
Hey guys, do you know any modelers availlable?
I need someone to add a supressor and scope to the m1 garand to pose as the 'Snooper' rifle;
to add a supressor to the Luger pistol so that you can have the supressed version on stealth missions;
To rip the silenced sten smg from RTCW or the sten from Spearhead and later add supressor to replace the High Standard Silenced.

All of the above except the sten do not need new animations, the only thing i need is the .skd files.
I can send the models I'm currently using so that he can add the upgrades.
#11
This is a new skin for the stock 'Elite Officer' multiplayer model.

http://www.mohaaaa.co.uk/AAAAMOHAA/sites/default/files/AAAA/rtcw_gestapo.jpg
#12
Nevermind, my mistake, it works perfectly now :)
#13
I did copied and did what you said pac......but it still didn't work, when i kill myself in single player the music still plays :(
#14
If that is true then there is nothing to be done since in every map a different music is played and to make them stop i would need a global command. But still, isn't there somekind of command that can be added to the single player map's .scr files like:

if [player.dead==1]
    $player stufftext "tmstop"/"tmstop newsound/music/wolfenstein.wav"

or something like that (i know almost 0 about scripting....)
#15
Well, first i tried to add the command line 'local.player stufftext "tmstop" ' on several lines of the 'KILLED' sections of the mike_torso.st.
Then I tried to add it to the missioncomplete.scr looking like this:

main local.nextlevel local.bsp:
if ($player.health <= 0)
        $player stufftext "tmstop"
pause

$player stopwatch 0
if (local.nextlevel != NIL)
$player stufftext "tmstop"
$player stufftext "tmstart newsound/music/mission_complete.wav"
wait 3
{
if (local.bsp != NIL)
{
game.loadout = false
bsptransition local.nextlevel
}
else
{
game.loadout = NIL
leveltransition local.nextlevel
}
}

end


But it did not work either.
where can i do this?