MP Zone Files
From Infinity Ward Community Wiki
Contents |
MP Zone Files (.csv)
The purpose of this section is to outline what is needed to create the .csv files used in a multiplayer map. A .csv file basically defines the files that need to be pre-loaded into memory for the map to work properly.
Creating the level.csv file
The first step is to create a zone file with your level's name in the filename. It goes in the following game directory:
\zone_source\mp_yourmap.csv
Below is a screenshot of the mp_backlot.csv file, opened in Excel. It can be opened in any text editing application. Below the image is a breakdown of lines from the file.
ignore code_post_gfx_mp - Needed for the map to run.
ignore common_mp - Needed for the map to run.
ignore localized_code_post_gfx_mp - Needed for the map to run.
ignore localized_common_mp Needed for the map to run.
material compass_map_mp_backlot - This loads the minimap image material into memory. Needed to get a minimap image to show up, in addition to the line from the level.gsc file.
col_map_mp maps/mp/mp_backlot.d3dbsp - References the BSP map file, the file generated when a map is compiled. Needed for the map to run.
rawfile maps/mp/mp_backlot.gsc - References the map script file. Needed for the map to run properly.
rawfile maps/mp/mp_backlot_fx.gsc - References the map effects file. Needed if the level has a level_fx.gsc file.
rawfile maps/createfx/mp_backlot_fx.gsc - This line shouldn't be used for a user-made map.
rawfile maps/createart/mp_backlot_art.gsc - This line shouldn't be used for a user-made map.
sound common mp_backlot !all_mp - Loads in sounds defined for mp_backlot. The ! before all_mp is important, otherwise all sounds will be loaded in and the map probably won't load.
sound generic mp_backlot !all_mp
sound voiceovers mp_backlot !all_mp
sound multiplayer mp_backlot !all_mp
impactfx mp_backlot - Needed for the map to run properly.
xmodel weapon_saw_mg_setup - Used if the map has a mounted turret somewhere in it.
include mptypes_desert - Loads in desert MP Types. This line has to match the definition in the level.gsc file.
fx misc/bird_seagull_flock_large - This is how a special effect from the level_fx.gsc file is loaded into memory.
Defining destructible cars in the level.csv file
Destructible cars are placed in Radiant from a special prefab directory. For instance, to place the Green Sedan 1 destructible car, you'd place the following prefab in your map:
\map_source\prefabs\mp_destructibles\vehicle_80s_sedan1_green_destructible.map
Then in your level.csv file, you'd define these lines for all the Sedan 1 cars (regardless of the color):
xmodel vehicle_80s_sedan1_glass_f
xmodel vehicle_80s_sedan1_glass_lf
xmodel vehicle_80s_sedan1_glass_lb
xmodel vehicle_80s_sedan1_glass_rf
xmodel vehicle_80s_sedan1_glass_rb
xmodel vehicle_80s_sedan1_glass_b
xmodel vehicle_80s_sedan1_glass_f_dam
xmodel vehicle_80s_sedan1_glass_lf_dam
xmodel vehicle_80s_sedan1_glass_lb_dam
xmodel vehicle_80s_sedan1_glass_rf_dam
xmodel vehicle_80s_sedan1_glass_rb_dam
xmodel vehicle_80s_sedan1_glass_b_dam
For the Green Sedan 1 car specifically, you'd also put the following lines in your level.csv file:
xmodel vehicle_80s_sedan1_green_hood
xmodel vehicle_80s_sedan1_green_hood_dam
xmodel vehicle_80s_sedan1_green_trunk
xmodel vehicle_80s_sedan1_green_trunk_dam
xmodel vehicle_80s_sedan1_green_wheel_lf
xmodel vehicle_80s_sedan1_green_door_lf
xmodel vehicle_80s_sedan1_green_door_lb
xmodel vehicle_80s_sedan1_green_door_rf
xmodel vehicle_80s_sedan1_green_door_rb
xmodel vehicle_80s_sedan1_green_bumper_f
xmodel vehicle_80s_sedan1_green_bumper_b
xmodel vehicle_80s_sedan1_green_mirror_l
xmodel vehicle_80s_sedan1_green_mirror_r
xmodel vehicle_80s_sedan1_green_light_lf
xmodel vehicle_80s_sedan1_green_light_lf_dam
xmodel vehicle_80s_sedan1_green_light_lb
xmodel vehicle_80s_sedan1_green_light_lb_dam
xmodel vehicle_80s_sedan1_green_light_rf
xmodel vehicle_80s_sedan1_green_light_rf_dam
xmodel vehicle_80s_sedan1_green_light_rb
xmodel vehicle_80s_sedan1_green_light_rb_dam
xmodel vehicle_80s_sedan1_green_destroyed
Be aware that each type of destructible car you use (car type / color combo) uses up a significant amount of memory. So you should start by adding only one type of car throughout your map, then gradually add variety to the map.
Creating the level_load.csv file
The level_load.csv should also be created in order for the map to work properly. It goes in the same directory as the level.csv:
\zone_source\mp_yourmap_load.csv
Below is a screenshot of mp_backlot_load.csv. A user-made map should have the same values, with the bottom value replaced to have the name of the custom map instead of mp_backlot.


