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Topic: rain on me! |
dundy |
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General Member Since: Dec 14, 2004 Posts: 768 Last: Nov 1, 2020 [view latest posts] |
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Category: CoDWW Scripting Posted: Sunday, Dec. 13, 2009 10:51 am |
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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 [view latest posts] |
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Category: CoDWW Scripting Posted: Sunday, Dec. 13, 2009 11:40 am |
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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 |
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General Member Since: Dec 14, 2004 Posts: 768 Last: Nov 1, 2020 [view latest posts] |
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FAFFER |
General Member Since: May 1, 2005 Posts: 647 Last: Sep 17, 2011 [view latest posts] |
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Category: CoDWW Scripting Posted: Sunday, Dec. 13, 2009 12:41 pm |
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"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
its the cloud effects that cause it... |
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DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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Category: CoDWW Scripting Posted: Sunday, Dec. 13, 2009 12:56 pm |
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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] |
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Category: CoDWW Scripting Posted: Sunday, Dec. 13, 2009 01:06 pm |
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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
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 |
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General Member Since: Dec 14, 2004 Posts: 768 Last: Nov 1, 2020 [view latest posts] |
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zeroy |
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General Member Since: Nov 26, 2007 Posts: 1060 Last: Mar 12, 2014 [view latest posts] |
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Category: CoDWW Scripting Posted: Sunday, Dec. 13, 2009 03:40 pm |
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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 |
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General Member Since: Dec 14, 2004 Posts: 768 Last: Nov 1, 2020 [view latest posts] |
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