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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Scripting
Scripting and coding with Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: rain on me!
dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Sunday, Dec. 13, 2009 10:51 am
Bumping up a old post but have the FX_ELEM_LIMIT(2048)

exceeded-not spawning fx elm error is there a way to make the

radius bigger of the fx because it looks like i need 20+ rain effects

i think ,depending on the radius of the fx



To fill my map and how big is the radius anyway
Code:
 #include maps\mp\_utility;  main() { precacheFX(); spawnFX(); }  precacheFX() {  level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium"); level._effect["fx_rain_hvy"] = loadfx("env/weather/fx_rain_hvy");        }  spawnFX() {  playLoopedFx(level._effect["mp_fire_medium"], 1, (4340, -159, 175.5), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));   playLoopedFx(level._effect["fx_rain_hvy"], 1, (4720, 2360, 450), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));  }


Any help welcome.

edited on Dec. 13, 2009 06:00 am by dundy
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
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Level 8
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Sunday, Dec. 13, 2009 11:40 am
To find the principle raidus setting for any FX, open the EFX file and search for spawnOffsetRadius. In the case of fx_rain_hvy.efx the spawnOffsetRadius is 200.

As for your exceeding FX limit, make sure you:

1. remove impactfx,mp_test_tanks from your zone CSV file

2. run the map with a mod.arena file - this will stop the game loading unwanted assets for your map. If you dont add a mod.arena file, the game will load assets for other maps.

If once you do both those things, and you still get the exceeded fx limit error, you probably have a bad fx spawned somewhere and its causing the game to think there are more of the fx than there really is.

EDIT -

I dont think either of the FX you are using are loopedfx. I know for sure the fire one is a one shot fx, and looking at the rain one, that isnt a looped one either.

Try running them as one shot fx, and I think that will probably fix the FX limit error.

edited on Dec. 13, 2009 06:43 am by DemonSeed
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dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Sunday, Dec. 13, 2009 12:17 pm
thanks for reply but i,am a copy/paste scripter lol could you tell me

how to do that...[thumbs_up]
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FAFFER
General Member
Since: May 1, 2005
Posts: 647
Last: Sep 17, 2011
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Level 6
Category: CoDWW Scripting
Posted: Sunday, Dec. 13, 2009 12:41 pm
"playLoopedFx" to "playOneshotFx"

i think! i used the clientscripts so it may be slightly different.

or the easier way is to just change it to rain_med or rain_lght [lol]

its the cloud effects that cause it...
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
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Level 8
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Sunday, Dec. 13, 2009 12:56 pm
This should work:

Code:
#include maps\mp\_utility;  

 
main() 
{ 
	precacheFX(); 
	FX(); 
}
 
precacheFX() 
{  
	level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium"); 
	level._effect["fx_rain_hvy"] = loadfx("env/weather/fx_rain_hvy");        
}  
 
FX() 
{  
  
	fire = spawnTestFX( (4340, -159, 175.5), level._effect["mp_fire_medium"] );
	Rain = spawnTestFX( (4720, 2360, 450), level._effect["fx_rain_hvy"] );
}
 
spawnTestFX( origin, fx )
{
	effect =  spawnFx( fx, origin, (0,0,1), (1,0,0) );
	triggerFx( effect, 1 );
	
	return effect;
}
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Sunday, Dec. 13, 2009 01:06 pm
FAFFER writes...
Quote:
"playLoopedFx" to "playOneshotFx"

i think! i used the clientscripts so it may be slightly different.

or the easier way is to just change it to rain_med or rain_lght [lol]

its the cloud effects that cause it...


Although there is an engine function for playloopfx(), there is no such one as playOneshotFx().
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dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
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Level 7
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Sunday, Dec. 13, 2009 03:17 pm
Thanks will try[thumbs_up]
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoDWW Scripting
Posted: Sunday, Dec. 13, 2009 03:40 pm
dundy writes...
Quote:
Bumping up a old post but have the FX_ELEM_LIMIT(2048)

exceeded-not spawning fx elm error is there a way to make the

radius bigger of the fx because it looks like i need 20+ rain effects


Here is the FX i used in some WAW maps, only needed 3 or 4:

LINK

Note that i still get the FX LIMIT onscreen when running Devmap but this is due to too many gfx elements in the FX itself, can be safely ignored.
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dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Sunday, Dec. 13, 2009 05:37 pm
Thanks demon for script after i took out the fog errer gone..

Checked the efx zeroy Like it allot [casanova]
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