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Besoin d'aide pour l'editeur de map cod2

 
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killgame
Touriste
Touriste


Inscrit le: 25 Juil 2006
Messages: 1277
Localisation: Normandy

MessagePosté le: Mar Sep 05, 2006 6:52 pm 
Sujet du message: Besoin d'aide pour l'editeur de map cod2
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Voila je cherche a mettre un spawn pour tester une map mais voila je sais pas ou allez pour en mettre un. Donc si un pro peu me renseigner je le remercie.
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Malarky
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Inscrit le: 31 Juil 2006
Messages: 3323
Localisation: Bruxelles

MessagePosté le: Mar Sep 05, 2006 7:06 pm 
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Genre Le Sconse, le meilleur Mappeur de tous les temps ...

Car killgame est entrain de faire notre caserne en map..^^ il est tout gentil le petit !
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le_sconse
Touriste
Touriste


Inscrit le: 28 Juil 2006
Messages: 1972

MessagePosté le: Mar Sep 05, 2006 10:11 pm 
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clic droit a l'endoit désiré mp du menue déroulant et la y'a les spawn
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killgame
Touriste
Touriste


Inscrit le: 25 Juil 2006
Messages: 1277
Localisation: Normandy

MessagePosté le: Mar Sep 05, 2006 10:34 pm 
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Ah la reponse que je redoute, la reponse fatale. Car sur tous les editeurs de maps mon clic droit ne marche plus depuis un bon moment et j'ignore pourquoi. Du coup les spawns son impossibles a mettre.
Quelqu'un sait comment je peux reactiver le clic droit ??? Merciii.
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Salto
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Localisation: Mangeur de frites

MessagePosté le: Mer Sep 06, 2006 7:16 am 
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Non je sais pas... T'es pas dans la merde... Cool
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le_sconse
Touriste
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Inscrit le: 28 Juil 2006
Messages: 1972

MessagePosté le: Mer Sep 06, 2006 9:32 am 
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essaye la touche de ton clavier menue contextuel
sinon après il faut aller dans le registre pour corriger cela
une bonne solution tape la question dans Google en général il y a toujours une réponse même en anglais
sinon pour tes spawn il y a la solution d'ouvrir la map matmata et de copier les spawn vers ta map avec un ctrl+c et un ctrl+v


sinon tu as peu etre aussi un fichier a changer regarde dans call of duty 2 le dossier bin tu dois avoir un fichier qui s'appelle cod2.def
fais clic droit ouvrir choisi blocnote
c'est le fichier qui contient toutes les informations quand tu clic droit, d'ailleurs tu peux ajouter des lignes mais bon il faut connaitre un peu
si tu n'as pas ce fichier, ouvre blocnote et copie ce qu'il y a dessous et sauve au nom de cod2.def









Code:
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY

/*QUAKED info_grenade_hint (0.4 0.6 0.8) (-4 -4 -4) (4 4 4)
AI will try to get a grenade to go through this point in space when throwing a grenade.  This is how AI understand throwing grenades through windows and doors.
*/


/*QUAKED info_player_start (1 0 0) (-16 -16 0) (16 16 72)
equivelant to info_player_deathmatch
*/


/*QUAKED func_group (0 0 0) ?
Used to group brushes together just for editor convenience.  They are turned into normal brushes by the utilities.
*/


/*QUAKED func_cullgroup (0 .5 .5) ?
Used to group brushes together for culling in the portal-based renderer.  They are turned into world brushes by the utilities.
*/


/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
*/


/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for in-game calculation, like jumppad targets.
*/


/*QUAKED info_notnull_big (1 0 0) (-16 -16 -24) (16 16 32)
info_notnull with a bigger box for ease of positioning
*/


/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8)
"def" sets which light definition asset to use; these are made in asset manager.  This controls the shape of the light falloff curve.
"radius" controls the cutoff distance of the light.  The light falloff texture maps its left side to the light origin and the right side to the radius.  The rightmost pixel in the falloff texture is assumed to be black.
"_color" sets the color of the light.  The biggest value gets scaled to 1; this means that 0.1 0.1 0.1 is the same as 1 1 1.
"intensity" controls how bright a light is when the falloff texture is pure white.  A value of 1 is fullbright; smaller values are dimmer.

A light pointed at a target will be a spotlight facing the target.  They default to having a circle with 64 unit radius around the target.
"fov_outer" overrides the fov of a spotlight from the 64 unit circle around the target.  It is in degrees.  A value of 90 would go +/-45 degrees from center, for 90 degrees total.  The default is to use the target to set the fov.
"fov_inner" sets the fov of the inner cone.  Spotlights only fade with angle between fov_inner and fov_outer.  Fov_inner is the same units as fov_outer; it should always be less than fov_outer.  The default is 0.
"exponent" changes the falloff of the spotlight between "fov_inner" and "fov_outer".  The default value of 0 means there is no falloff.  A value of 1 gives linear falloff, 2 .
*/


/*QUAKED info_volume (1 0 1) ?
*/


/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) ORIENT_LOD NO_SHADOW
Optimized static model
"model"         arbitrary xmodel file to display
"modelscale"   scale multiplier (defaults to 1x, and scales uniformly)
ORIENT_LOD - if flagged, the entity will yaw towards the player when the LOD switches
NO_SHADOW - the opaque surfaces will not cast shadows
*/


/*QUAKED misc_prefab (1 0 0) (-16 -16 -16) (16 16 16)
"model"      name of the map to use as the prefab
*/


/*QUAKED corona (0 1 0) (-4 -4 -4) (4 4 4) START_OFF
Use color picker to set color or key "color".  values are 0.0-1.0 for each color (rgb).
"scale" will designate a multiplier to the default size.  (so 2.0 is 2xdefault size, 0.5 is half)
*/


/*QUAKED trigger_use (.3 .5 .8) STARTOFF HAS_USER
when activated will use its target
"delay" - time (in seconds) before it can be used again
"offnoise" - specifies an alternate sound
"cursorhint" - sets the cursor hint icon to display when the player looks at it. Default is HINT_ACTIVATE.
"hintstring" - hint string to display over the icon. Auto replaces [Use] with the key the player must press. Example: "Press [Use] to plant the bomb"

"cursorhint" cursor types:
   HINT_INHERIT
   HINT_NONE      
   HINT_ACTIVATE
   HINT_NOACTIVATE
   HINT_DOOR
   HINT_DOOR_LOCKED
   HINT_MG42
   HINT_HEALTH
   HINT_LADDER
   HINT_FRIENDLY
*/


/*QUAKED trigger_use_touch (.3 .5 .8) STARTOFF HAS_USER
when the player is touching and activated, the trigger will use its target
"delay" - time (in seconds) before it can be used again
"offnoise" - specifies an alternate sound
"cursorhint" - sets the cursor hint icon to display when the player looks at it. Default is HINT_ACTIVATE.
"hintstring" - hint string to display over the icon. Auto replaces [Use] with the key the player must press. Example: "Press [Use] to plant the bomb"

"cursorhint" cursor types:
   HINT_INHERIT
   HINT_NONE      
   HINT_ACTIVATE
   HINT_NOACTIVATE
   HINT_DOOR
   HINT_DOOR_LOCKED
   HINT_MG42
   HINT_HEALTH
   HINT_LADDER
   HINT_FRIENDLY
*/


/*QUAKED script_brushmodel (0 .5 .8) ? DYNAMICPATH

"color"     constantLight color
"light"     constantLight radius
*/


/*QUAKED script_model (1 0 0) (-16 -16 -16) (16 16 16)

"color"     constantLight color
"light"     constantLight radius
*/


/*QUAKED script_origin (1 0 0) (-8 -8 -8) (8 8 8)

"color"     constantLight color
"light"     constantLight radius
*/


/*QUAKED script_struct (1 0 0) (-8 -8 -8) (8 8 8)

*/


/*QUAKED info_vehicle_node (0.0 0.8 0.0) (-24 -24 -24) (24 24 24) START_NODE
targetname - name of this node
target - name of next node in this path
speed - speed[mph] vehicle should have at this node
lookahead - time[sec] vehicle should look ahead at this node

script_VehicleAttackgroup - attacks associated vehicles
script_VehicleSpawngroup - spawns associated vehicles and their aigroups
script_VehicleStartMove    - initiates associated vehicles movement on its path
script_vehicleGroupDelete - Deletes associated vehicles and their script_vehiclegroups ai
script_vehiclefocusfiregroup - targets associated vehicles to triggering vehicle

script_deathroll - turns on and off deathroll for vehicles crossing paths
script_lvlmsg   - level gets notified with this message when a vehicle hits this pathnode
script_crashtype - designates a crashpath apply to start nodes
  valid strings:   
  "default" (defaults)- crash path is invalidated when vehicle runs through it
  "forced" - vehicles are forced to do crash path behavior (truck plays swerving out of control animation)
  "plane" - crash path is not invalidated (multiple vehicles will use the path)
*/


/*QUAKED info_vehicle_node_rotate (0.2 0.4 1.0) (-24 -24 -24) (24 24 24) START_NODE
targetname - name of this node
target - name of next node in this path
speed - speed[mph] vehicle should have at this node
lookahead - time[sec] vehicle should look ahead at this node

script_VehicleAttackgroup - attacks associated vehicles
script_VehicleSpawngroup - spawns associated vehicles and their aigroups
script_VehicleStartMove    - initiates associated vehicles movement on its path
script_vehicleGroupDelete - Deletes associated vehicles and their script_vehiclegroups ai
script_vehiclefocusfiregroup - targets associated vehicles to triggering vehicle

script_deathroll - turns on and off deathroll for vehicles crossing paths
script_lvlmsg   - level gets notified with this message when a vehicle hits this pathnode
script_crashtype - designates a crashpath apply to start nodes
  valid strings:   
  "default" (defaults)- crash path is invalidated when vehicle runs through it
  "forced" - vehicles are forced to do crash path behavior (truck plays swerving out of control animation)
  "plane" - crash path is not invalidated (multiple vehicles will use the path)
*/


/*QUAKED script_vehicle (1 0 0) (-16 -16 -16) (16 16 16) USABLE
targetname - name of this vehicle
model - xmodel file to use as vehicle
vehicletype - name of vehicle type to use in AssetManager

**** _vehicle.gsc script stuff***
script_VehicleAttackgroup - attacks associated vehicles
script_VehicleSpawngroup - spawns associated vehicles and their aigroups
script_VehicleStartMove    - initiates associated vehicles movement on its path
script_vehicleGroupDelete - Deletes associated vehicles and their script_vehiclegroups ai
script_vehiclefocusfiregroup - targets associated vehicles to triggering vehicle
*********************************

*/


/*QUAKED worldspawn (0 0 0) ? sun_cameraflare x x x x

every map should have exactly one worldspawn.
music -  Music wav file. Can optionally specify intro & loop files to play
ambienttrack -  Ambient wav file.
gravity - 800 is default gravity
message - Text to print during connection process
ambient - Ambient light value (single scale, 1 = full bright, 2 = full overbright, must use '_color')
_color - Ambient light color (RGB triple, must be used with 'ambient')
suncolor - RGB values for direct sunlight color (color only, not brightness, 0-1 scale, works with 'sunlight')
sunlight - Intensity of the sun (1 = fullbright, 2 = full overbright for something facing directly at the sun, must use 'suncolor')
sundiffusecolor - RGB values for diffuse sunlight color (color only, not brightness, 0-1 scale, works with 'diffusefraction')
diffusefraction - fraction of sunlight intensity to come from the diffuse lighting (in range 0-1; eg, 0.5, works with 'sundiffusecolor')
sundirection - pitch-yaw-roll for direction to sun (eg, sundirection -45 135 0).  Pitch is usually 0 to -90 and yaw is any angle.
bouncefraction - how much light bounces on each radiosity pass.
contrastGain - 0 to 1 scale for adding contrast to bumpmap lighting.  0 is no added contrast, 1 is maximum.  Higher values may have artifacts.
northyaw  yaw angle that denotes the direction of north
*/


/*QUAKED trigger_multiple (1 .3 .1) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE
wait- : -1 = one time only, otherwise triggers every frame.
Variable sized repeatable trigger.

**** _vehicle.gsc script stuff***
script_VehicleAttackgroup - attacks associated vehicles
script_VehicleSpawngroup - spawns associated vehicles and their aigroups
script_VehicleStartMove    - initiates associated vehicles movement on its path
script_vehicleGroupDelete - Deletes associated vehicles and their script_vehiclegroups ai
script_vehiclefocusfiregroup - targets associated vehicles to triggering vehicle
*********************************

*/


/*QUAKED trigger_radius (1 .3 .1) (-16 -16 -16) (16 16 16) AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE
wait- : -1 = one time only, otherwise triggers every frame.
Adjust radius with alt-'[' and alt-']'.
Adjust height with alt-',' and alt-'.'.
*/


/*QUAKED trigger_disk (0.3 0.4 1) (-16 -16 -16) (16 16 16) AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE
wait- : -1 = one time only, otherwise triggers every frame.
Adjust radius with alt-'[' and alt-']'.
*/


/*QUAKED trigger_friendlychain (1 .3 .1) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER
Forces any touching entity to be considered on the targeted friendly chain.
*/


/*QUAKED trigger_hurt (1 .3 .1) ? START_OFF PLAYER_ONLY SILENT NO_PROTECTION SLOW ONCE
Any entity that touches this will be hurt.
It does dmg points of damage each server frame
Targeting the trigger will toggle its on / off state.

PLAYER_ONLY   - only damages the player
SILENT        - supresses playing the sound
NO_PROTECTION - *nothing* stops the damage
SLOW          - changes the damage rate to once per second

dmg         default 5 (whole numbers only)

the entity must be used first before it will count down its life
*/


/*QUAKED trigger_once (1 .3 .1) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE
Must be targeted at one or more entities.
Once triggered, this entity is destroyed
(you can actually do the same thing with trigger_multiple with a wait of -1)
*/


/*QUAKED trigger_damage (1 .3 .1) ? PISTOL_NO RIFLE_NO PROJ_NO EXPLOSION_NO SPLASH_NO MELEE_NO - - MISC_NO
Trigger that responds to taking damage. Damage trigger will trigger if a bullet intersects them or if a
projectile or grenade explodes inside the trigger.

wait         -1 = one time only, otherwise triggers every frame.
accumulate       If set, this much damage must be accumulated before it will trigger
threshold      If set, the min amount of damage that must be done to it to trigger it

Note that accumulate & threshold can used at the same time.

PISTOL_NO turns off response to pistol damage
RIFLE_NO turns off response to rifle damage
PROJ_NO turns off response to projectile damage from grenades and rockets. Note that turning
      off projectile damage will also turn off splash damage, whether or not the splash
      is on.
SPLASH_NO turns off response to splash damage from grenades and rockets.
MELEE_NO turns off response to melee damage
MISC_NO turns off response to all other misc types of damage
*/


/*QUAKED trigger_lookat (1 .3 .1)
*/


/*QUAKED node_pathnode (1 0 1) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - face this way when at this node on a friendly chain
*/


/*QUAKED node_cover_stand (0 .54 .66) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN - DONT_CROUCH DONT_PRONE - PRIORITY
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - cover is valid against enemies from this direction
*/


/*QUAKED node_cover_crouch (0 .93 .72) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND - DONT_PRONE - PRIORITY
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - cover is valid against enemies from this direction
*/


/*QUAKED node_cover_crouch_window (0 .7 .5) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND - DONT_PRONE
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - cover is valid against enemies from this direction
*/


/*QUAKED node_cover_prone (0 .60 .46) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH - - PRIORITY
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - cover is valid against enemies from this direction
*/


/*QUAKED node_cover_right (.85 .85 .10) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE - PRIORITY
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - cover is valid against enemies from this direction
*/


/*QUAKED node_cover_left (1 .7 0) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE - PRIORITY
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - cover is valid against enemies from this direction
*/


/*QUAKED node_cover_wide_right (.75 .75 0) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - cover is valid against enemies from this direction
*/


/*QUAKED node_cover_wide_left (.75 .525 .375) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - cover is valid against enemies from this direction
*/


/*QUAKED node_concealment_stand (0 0 1) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN - DONT_CROUCH DONT_PRONE - PRIORITY
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - concealment is valid against enemies from this direction
*/


/*QUAKED node_concealment_crouch (0 0 .75) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND - DONT_PRONE - PRIORITY
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - concealment is valid against enemies from this direction
*/


/*QUAKED node_concealment_prone (0 0 .5) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH - - PRIORITY
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - concealment is valid against enemies from this direction
*/


/*QUAKED node_reacquire (.52 .52 .60) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - node can reacquire against enemies in this direction
*/


/*QUAKED node_balcony (.5 .5 0) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN - DONT_CROUCH DONT_PRONE NO_RAILING
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
NO_RAILING - the balcony is against a ledge and not a railing
angles - the edge is in this direction
*/


/*QUAKED node_scripted (.72 .72 .83) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - orients the node for the animation
*/


/*QUAKED node_negotiation_begin (.5 .6 .5) (-16 -16 -16) (16 16 16) - - DONT_STAND DONT_CROUCH DONT_PRONE STOP_FIRST
STOP_FIRST - if set, the AI comes to a complete stop before starting the node's animation script
animscript - name without path or extension of the animation script to play when you reach this node.  This script must be in "animscripts/traverse/".
Must target a single "node_negotiation_end".
Always contributes to navigation data.
Can never be included in a friendly chain.
*/


/*QUAKED node_negotiation_end (.6 .5 .5) (-16 -16 -16) (16 16 16) - - DONT_STAND DONT_CROUCH DONT_PRONE
Must be targeted by a "node_negotiation_begin".
Always contributes to navigation data.
Can never be included in a friendly chain.
*/


/*QUAKED node_turret (0 .93 .72) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND - DONT_PRONE - -
DONT_LINK - node is not included in navigation data
NOT_CHAIN - node cannot start a friendly chain
angles - cover is valid against enemies from this direction
*/


/*QUAKED misc_turret (1 0 0) (-16 -16 0) (16 16 56) x x
weaponinfo - weapon info
leftarc - horizonal left fire arc.
rightarc - horizonal left fire arc.
toparc - vertical top fire arc.
bottomarc - vertical bottom fire arc.
yawconvergencetime - time (in seconds) to converge horizontally to target.
pitchconvergencetime - time (in seconds) to converge vertically to target.
suppressionTime - time (in seconds) that the turret will suppress a target hidden behind cover
maxrange - maximum firing/sight range.
aiSpread - spread of the bullets out of the muzzle in degrees when used by the AI
playerSpread - spread of the bullets out of the muzzle in degrees when used by the player
*/


/*QUAKED item_ammo_stielhandgranate_open (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
defaultmdl="xmodel/ammo_stielhandgranate1"
*/


/*QUAKED item_ammo_stielhandgranate_closed (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
defaultmdl="xmodel/ammo_stielhandgranate2"
*/


/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
defaultmdl="xmodel/health_small"
*/


/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
defaultmdl="xmodel/health_large"




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Dernière édition par le_sconse le Mer Sep 06, 2006 9:44 am; édité 2 fois
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Yakov
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Inscrit le: 24 Aoû 2006
Messages: 515

MessagePosté le: Mer Sep 06, 2006 9:38 am 
Sujet du message:
Répondre en citant

http://www.infos-du-net.com/forum/38283-7-probleme-clic-droit-souris
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killgame
Touriste
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Inscrit le: 25 Juil 2006
Messages: 1277
Localisation: Normandy

MessagePosté le: Mer Sep 06, 2006 6:28 pm 
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Ah je vous adore les gars merci a vous je vais voir et je vous dit mon resultat Wink
Gadou dans le lien que tu me donne le gars parle d'une mise a jour
Citation:
(KB840987)
et moi j'ai un windows installer 3.1 (KB893803)
Peut etre que sa viens de la ? Car dans ajouter ou supprimer des prog il y a que lui.
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gatsu
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MessagePosté le: Dim Oct 01, 2006 11:00 am 
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vous editez avec quoi comme logiciel les maps
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Yakov
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MessagePosté le: Dim Oct 01, 2006 11:11 am 
Sujet du message:
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Avec le COD2ModTools
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gatsu
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MessagePosté le: Dim Jan 14, 2007 1:47 pm 
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il y a moyen de trouver un tuto en francais de ce logiciel ou un site explicatif ?
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bougrain
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MessagePosté le: Dim Jan 14, 2007 2:38 pm 
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www.caskami.fr


PS:Gadou j'ai vu t'as map sur le site du DRO,bien mais essaie que le terrain soit moint "droit" (la bute devant la mg)

rajoute des fx et des obstacles sur la plage
et espace les bateau au fond

Voila Laughing
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Yakov
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MessagePosté le: Dim Jan 14, 2007 3:02 pm 
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Oui oui tous sa est prévu.....

Faut dire aussi faut le temps de prendre ses marques avec ce foutu bidule..

Les obstacles en plus sont aussi prévu... Un ou deux Scherman bousillé car il y en a eu a Vierville... Car la la plage est IMPOSSIBLE a traverser.. Laughing

Mais quand le Ltn ma demandé des screens, j'ai voulu mettre des Barges et un Tank mais Radian m'a fait chié avec sa Bagnole MG car les model's ne s'affichaient pas...

J'ai chipoté 10 Minutes et vu que sa me faisait chier j'ai fait les screen's sans! Mad

Donc on verra sa plus tard..

Ah oui, pour les commantaires >>> Direction DRO.free.fr ou un des Topic DRO du forum... Car j'ai pas envie de courrir a droite a gauche!

Voilaaaaa Cool
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bougrain
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MessagePosté le: Dim Jan 14, 2007 3:20 pm 
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Si tu veux j'ai une prefab de barge que j'ai faite !
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Yakov
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MessagePosté le: Dim Jan 14, 2007 4:25 pm 
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>>> Sa m'intéresse sa ^^ Laughing Laughing
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