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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: fx problem
marco.polo
General Member
Since: Dec 3, 2004
Posts: 77
Last: May 2, 2005
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Level 3
Category: CoD Mapping
Posted: Saturday, Feb. 12, 2005 09:21 am
i have a problem with effect.i created small fire with sound and when i test map from console in game it look fine.but when i put all to .pk3 and start game from list of maps-too much fires are in one line to sky.it looks like this fire shoots to the sky
where is problem?
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
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Level 7
Im a fan of MODSonair
Category: CoD Mapping
Posted: Saturday, Feb. 12, 2005 09:27 am
hi mate, I have tried to get fire aswell...but you can get it to work and when i go into my map its just a couple of burnt planks of wood and some left over amber thats working fine but no fire...do i need to add somthing to make it work because the tut does'nt tell me

Thanks !

Herclues
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
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Im a fan of MODSonair
Category: CoD Mapping
Posted: Saturday, Feb. 12, 2005 10:20 am
i assume you guys are putting the proper value in for it, x, y and z at the bottom of the screen

Code:
 level._effect["fire"] = loadfx ("fx/fire/tinybon.efx");
maps\mp\_fx::loopfx("fire", (x, y, z), 0.6);
level._effect["smoke"] = loadfx ("fx/smoke/ash_smoke.efx");
maps\mp\_fx::loopfx("smoke", (x, y, z), 0.7);



use that just replace the x, y and z with the proper coridnates and it should work fine
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
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Level 7
Im a fan of MODSonair
Category: CoD Mapping
Posted: Saturday, Feb. 12, 2005 10:25 am
how do i mark co ordinates ?
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
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Level 7
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Category: CoD Mapping
Posted: Saturday, Feb. 12, 2005 10:27 am
ohh and rasta ive just read your tut on how to add stukas to your map i done everything write but when i tried loading it it said (error)
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
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Im a fan of MODSonair
Category: CoD Mapping
Posted: Saturday, Feb. 12, 2005 10:29 am
when you put your mouse where you want the fx, look at the bottom of the screen and your see x , y and z but there have a number next to them, write those numbers in the gaps i labeled, you will need to change the camera to get each one right

so for example take your x coordinate, change the camera angle (the 'change views' button) then take your y coordinate and so on till you have all three
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
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Category: CoD Mapping
Posted: Saturday, Feb. 12, 2005 10:31 am
|>MYTHICALS<|--Hercules-- writes...
Quote:
ohh and rasta ive just read your tut on how to add stukas to your map i done everything write but when i tried loading it it said (error)



Oh, it should work fine i tested it and other people have it working [confused] , here is the script again maybe you copied it wrong
Code:
  
main()
{

level thread planes();
}

planes()
{
level.PlaneSpeed = 3.5;

stuka1 = getent ("stuka1","targetname");
stuka2 = getent ("stuka2","targetname");
stuka3 = getent ("stuka3","targetname");

temp = getent (stuka1.target,"targetname");
stuka1.dest = temp.origin;
stuka1.start = stuka1.origin;
stuka1 hide();
temp = getent (stuka2.target,"targetname");
stuka2.dest = temp.origin;
stuka2.start = stuka2.origin;
stuka2 hide();
temp = getent (stuka3.target,"targetname");
stuka3.dest = temp.origin;
stuka3.start = stuka3.origin;
stuka3 hide();

wait 2;

while (1)
{
stuka1 thread plane_flyby("stuka_flyby");
wait .15;
stuka2 thread plane_flyby("stuka_flyby");
wait .15;
stuka3 thread plane_flyby("stuka_flyby");

wait 100;
}
}


plane_flyby(sound)
{
if (isdefined (sound))
self playsound (sound);

wait 15;

self show();

self moveto(self.dest, level.PlaneSpeed, 0.1, 0.1);

wait level.PlaneSpeed;

self hide();
self.origin = self.start;
}



remmeber to make a new.gsc (call it stuka) with this in and add this line to yourmap.gsc
Code:
mapsmp_stuka::main();



and this line to yourmap.csv
Code:
stuka_flyby,,vehicles/stuka_by02.wav,1.25,,,,100000,,,,,,,,

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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD Mapping
Posted: Saturday, Feb. 12, 2005 10:38 am
whoops cant edit it but i got something wrong
in yourmap.gsc add this line instead
Code:
maps\mp\stuka::main();

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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
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Level 7
Im a fan of MODSonair
Category: CoD Mapping
Posted: Saturday, Feb. 12, 2005 10:45 am
thanks but my lights dont work.../ that make the fire glow [ohwell]
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Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD Mapping
Posted: Saturday, Feb. 12, 2005 10:47 am
ohh yes almost forgot instead of making another gsc file where do i put the script for the fire in my MAIN gsc or do i make another 1 ?
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