View Full Version : Cod4 Mod Tools Confusion
03-15-2010, 11:29 PM
I have successfully downloaded it and the Radiant tool works fine even though I have Shader 2.0, and found a program to change and ranks levels which is even better news. The problem is that now I am learning to script from the RGN Wiki, but I am having trouble where to script, how to compile, and a program from the Cod4 Mod Tools to script in the game (like a IDE programming for Call of Duty 4). Do I have to do some manual coding with a programming notepad to do it, and is there some sort of debugger?
Could anyone help me with this, thanks :D.
03-16-2010, 02:02 AM
There is no IDE. Notepad only. You can run your mods with a couple of developer tags that will allow you to include asserts, messages and a few other things. Also some very stupid bots for something to shoot at. There are also specific 3D debug functions to give visual markers for spawn points, player location, and others. It will make a console log while you run a listen server and will keep track of where errors occur.
Go here -=[ Call Of Duty 4:Modern Warfare, Script Reference ]=- (http://www.zeroy.com/Script/) and bookmark as a reference to the built in code in the exe. The script is C++ so you can pretty much make whatever you want. Figuring out the stock keywords can be a pain but there are alot of websites out there. Check out Modsoline.com.
In the modwarfare folder in 'mods' will be an example MakeMod batch file. Open it up in notepad to see how it works. It compiles the mod and makes the ff and iwd. Before doing anything make a backup of your unaltered raw folder.
While you are developing you can put in new or altered script files into the finished mod folder and when you run it will parse those files over the stock ones. So after you compile the mod the first time you can make quick changes to the script and dont have to compile it again unless you really need to.
I forget where to get it but download the raw files for Open Warfare. They are very extensive but will give you a good idea how things work. It wont take long for you to start changing things to your liking.
03-16-2010, 04:26 AM
Thank you very much for the reply, I have kind of some accomplishments I want to do, thanks for heaps of help. Thanks for making it clear.
Umm, is it possible to change font for text displaying, and is it possible to use Open Warfare to make a mod with it instead of ModWarfare. I was also wondering if there were perk templates for number 1,2,3 with their backgrounds only. Thanks very much for the help :D :) .
And would it be possible to make camouflages for each player, and knives of their choice with different stats (according to what I have read, each weapon have some melee damage and use the same system in the original Call of Duty series, so I am unsure), and probably make a Cod4 throwing knife with that model. Thanks :D .
P.S. Is it possible to use MilkShape to import and export models? thx :D
03-16-2010, 12:18 PM
The short answers: Font types cannot be changed. Doing anything with menus is very difficult. There are no perk templates. With a great deal of effort some minor code-only perks can be made but something like "bling' is not possible. Milkshape will not work. I think a mod out there made some kind of throwing knife but I dont know how they did it. You can make new skins for existing player models, but not alter the models themselves (go to filefront or other sites to find examples of other peoples work).
All weapons have a 'melee damage' setting in their weapon file that default to 200 so that they always guarantee a kill. Open Warfare has damage modifier configs for all weapons except melee, but you should be able to rework the code to do whatever you want. Everything relating to menus are in the .menu files in ui_mp. They are very unintuitive and a real pain to debug.
If you do want to make changes to gsc, menu or any other file copy the original and put it into your mod folder + the correct subfolder. Then have the mod builder use those instead. Search out the various modding sites, their tutorials, and their forums for a wealth of information on how to do things.
03-16-2010, 11:01 PM
Thank you very much, I will! So I have to use Maya (I guess), if you want I can tell you the things that I am going to try to do:
Headshot and first blood bonus points
Points of each kill from +10 to +50 (I know +100 from Cod6 is too much, so I decided to make it moderate)
New guns, perks, sets of knives and camouflages (I get what you are saying about changing skins, but is it possible to make it customisable?)
Throwing knife with the use of Cod4 knife model, I'll research on this
That's just at the moment, thanks for replying :D
03-17-2010, 02:11 AM
#1 and #2 the best thing to do is use an already proven mod framework and make the changes desired. They also have better point systems.
#3 and #4: There is very little room left for new guns and/or knives, nor models in general, especially with custom maps. A throwing knife would be considered a new weapon. Each variation of a weapon (reddot, acog, silencer) needs its own weapon file and there arent many open slots left for those either. Maybe 10. You cannot prevent the game from loading stock models, animations, or weapons even if they are not used.
One of the things I tend to advise for people wanting to get into modding this game is to spend the majority of the time on the gameplay. If an mp5 with a redone weapon file will do the job then dont spend the time making a fancy new gun in a modeler, nor the animations to go with it. Save the limited number of xmodel slots you have left for something else.
Coding an incendiary grenade for example shouldnt be too difficult and there is no need to create any more assets for it. Everything you need is already there in stock. To me that would be much more interesting that watching myself shoot newgunX instead of an mp5. Instead of disabling martyrom rework it by giving the victim a random number of points, say between 100 and 200. Then see how long players still use it. Hell a player might intentionally stand over a dead player hoping to get martyred. :D
Have the juggernaut perk make people twice as slow and have sprints half as long. Give the barrett explosive rounds. Should be doable. Watch for player damage caused by the weapon and spawn a small grenade at the player location when hit. Use what you have first before creating new material.
03-17-2010, 04:15 AM
Thank for the comprehenive reply, I like it! :D
For the new guns, I'll see about it, that's a good idea, and I am focused more about the code, but a bit considerate about models which I am keen to add not to much of it, but a good amount if there is space for it. Did you mean 'incendiary grenade' by a grenade asset but without explosion and with a knife :S .
Experimentation, I see, and lol the matrydom XD . Good suggestions, and I found it that the mod tools are proving to be harder, especially some of the CSV files not given from the mod tools (that includes level ranking). I am confused how to change or add perks, especially reading the menu code (I understand you, it's all in C++ code, and I code VB.Net and C# XD).
This looks complex, and thanks for explaining. I will definitely follow #1 and #2, and focus on the gameplay for enjoyment, and I can't wait to make a throwing knife, and I got a couple of things set out for the first bit, but it looks like some way, and I'll take your suggestions in mind. Thanks :D
03-17-2010, 11:31 AM
For now the only csv you should be worried about is the one in the mod raw folder called mod.csv. Do not touch anything outside of your mod. I recommend you dont even bother with the mod tools unless you are making fx or a weapons file. With some learning time you will find that doing it all manually is much more efficient.
Level ranking is generally for ranked stock servers only so dont even bother. The only exception really is if you are making ranks on your own exact mod that will not transfer to any others.
The idea of an incendiary was a grenade that in effect throws fire on anyone inside its radius. Coding-wise the grenade upon detonation looks for players like normal (see weapons.gsc) and attaches one of the many stock fire fx to them, along with a function that slowly reduces health. You can use the stock flash grenade but replace the flash effects (flashgrenades.gsc) with fire.
Edit: forgot to add. You can also code to make frag-grenades cook off. It would basically be automatic martyrdom for everybody under specific conditions but since the dead player is on fire everyone else would know to watch out. I cant imagine anybody is going to run over a flaming body anyways.
03-17-2010, 11:31 PM
Thanks, I will know that. For now I will try to add first blood and headshots and the basic stuff (I try to decompile a FF file, but I can't find much so that I can learn from it). For level ranking, I do think to change it for interest and to alter the ranking system I guess.
I see I will try to get those ideas in, I can edit the perks and add perks right? Thanks for helping, the menu stuff I might edit but it looks difficult. Do you mod, you look good at this :D ?
03-18-2010, 07:44 PM
At best the only thing you can get from ff decompiles is some code, and its considered an impolite thing to do with other peoples creations. If you have questions on how to do things one of your best resources is sign up to mod sites for tutorials and/or forums to ask other modders. Try 3 or 4.
You can add some limited things but as always it will really depend on how it works in a large multiplayer environment. Stick with the coding for now to get your feet wet, as the old saying goes. You will need a good foundation in cod4 specific coding before you move onto things like interactive menus.
03-18-2010, 11:17 PM
Thanks, I will. Should begin now, and I should add that I will be adding prestige mode in my mod just for fun and I should get to coding, with those gsc files (they look in common to C# except some of them look C++ too D: ). Thanks :D , should I do the perk system later after those?
03-19-2010, 06:14 PM
There is no C#. COD4 has various functions built in and a small library for you but you will need to write alot of it yourself. It doesnt have 2D or 4D vectors for example, nor can you make prototypes for them.
And yes. Get comfortable with the coding first. You wont be able to do much with perks until you know all the different scripts and such that use them. And there are many. Dont consider perks until you know how the coding works.
These are the built in functions that are not defined in the scripts.
CustomCoD's CoD:WW / CoD4 Script Index (http://www.customcod.com/script/)
03-19-2010, 09:50 PM
Thanks, should be ready to do with your kind help :D.
Thanks Sgt. Etranger033, better get used to it :D , going to do what I can do for now with the coding and the files available :P .
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.