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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: fx
arachnofang
General Member
Since: Nov 16, 2008
Posts: 505
Last: Sep 9, 2012
[view latest posts]
Level 6
Category: CoDWW MP Mapping
Posted: Monday, May. 11, 2009 12:59 am
Hi guys!

I got quite a few fx in my map, is there a limit as to how many you can have, because i've just tried to add another one and it won't work,

my fx.gsc

Code:
n#include maps\mp\_utility;


main()
{
        precacheFX();
        spawnFX();
}

precacheFX()
{
        level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium");
        level._effect["mp_fog_rolling_thick_small_area"] = loadfx("maps/mp_maps/fx_mp_fog_rolling_thick_small_area");
        level._effect["mp_insects_swarm"] = loadfx("maps/mp_maps/fx_mp_insect_swarm");
        level._effect["mp_smoke_brush_smolder_sm"] = loadfx("maps/mp_maps/fx_mp_smoke_brush_smolder_sm");
        level._effect["mp_water_fall_sm"] = loadfx("maps/mp_maps/fx_mp_water_fall_sm");
        level._effect["mp_water_fall_puddle_splash"] = loadfx("maps/mp_maps/fx_mp_water_fall_puddle_splash");
        level._effect["mp_water_wake_flow"] = loadfx("maps/mp_maps/fx_mp_water_wake_flow");
     
        level._effect["mp_smoke_plume_slow_lg_slow_def"] = loadfx("maps/mp_maps/fx_mp_smoke_column_tall");
}

spawnFX()
{
        playLoopedFx(level._effect["mp_fire_medium"], 4, (3384, -2632, -48), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_fire_medium"], 4, (3400, -2648, -48), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_fire_medium"], 4, (3312, -3176, -48), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_fire_medium"], 4, (3560, -3192, 80), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_fire_medium"], 4, (2992, 1376, -32), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_fire_medium"], 4, (2654, -2150, -45), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_fire_medium"], 4, (2263, -2236, -45), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_fire_medium"], 4, (2239, -2219, -45), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_insects_swarm"], 4, (2024, 856, -72), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_insects_swarm"], 4, (2056, 1472, -72), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_insects_swarm"], 4, (2072, 1336, -72), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_insects_swarm"], 4, (2056, 1032, -72), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_fog_rolling_thick_small_area"], 4, (2488, 1512, -56), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_fog_rolling_thick_small_area"], 4, (2464, 400, -56), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_fog_rolling_thick_small_area"], 4, (2336, 944, -56), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_smoke_brush_smolder_sm"], 4, (-1848, -232, 120), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_smoke_brush_smolder_sm"], 4, (3552, -3192, 232), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_smoke_brush_smolder_sm"], 4, (-1848, -232, 120), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_smoke_brush_smolder_sm"], 4, (2654, -2150, -45), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_smoke_brush_smolder_sm"], 4, (2263, -2236, -45), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_smoke_brush_smolder_sm"], 4, (2239, -2219, -45), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_smoke_brush_smolder_sm"], 4, (2488, -2264, -104), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_smoke_brush_smolder_sm"], 4, (2016, -1656, -96), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_smoke_brush_smolder_sm"], 4, (2992, 1376, -32), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_water_fall_sm"], 4, (-1608, -592, 208), 0, anglestoforward ((0,0,0)), anglestoup((-270,0,0)));
        playLoopedFx(level._effect["mp_water_fall_sm"], 4, (-1608, -600, 208), 0, anglestoforward ((0,0,0)), anglestoup((-270,0,0)));
        playLoopedFx(level._effect["mp_water_fall_sm"], 4, (-1608, -616, 208), 0, anglestoforward ((0,0,0)), anglestoup((-270,0,0)));
        playLoopedFx(level._effect["mp_water_fall_puddle_splash"], 4, (-1608, -592, 0), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_water_fall_puddle_splash"], 4, (-1608, -608, 0), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_water_fall_puddle_splash"], 4, (-1608, -616, 0), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
        playLoopedFx(level._effect["mp_water_wake_flow"], 4, (-1512, -608, 16), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
       
        playLoopedFx(level._effect["mp_mp_smoke_plume_slow_lg_slow_def"], 4, (8, 472, 8), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
}


I used a script origin to get the co-ords just like i did with all the others but the bottom one won't work.

Thanx Ian.
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hansgrubber
General Member
Since: Aug 7, 2004
Posts: 196
Last: Jul 6, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Monday, May. 11, 2009 01:18 am
Yep there's a limit. Also when mods are added they increase the fx. Not totally sure but vehicles add too fx too and should be considered plus any mods for testing.
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DadofAzz
General Member
Since: May 24, 2005
Posts: 1233
Last: Oct 17, 2009
[view latest posts]
Level 8
MODSCON
Category: CoDWW MP Mapping
Posted: Monday, May. 11, 2009 07:03 am
Hi Ian, you could prove this one way or another if you simply removed one or two of your existing fx's temporarily and then see if the new one works.

That would give you a deffinite answer maybe.

[thumbs_up] doa
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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 MP Mapping
Posted: Monday, May. 11, 2009 08:53 am
If you exceeded the FX limit, the game would crash and you would get an error:

"Exceeded 400Fxs assets"

So, I doubt youve exceeded the limit.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW MP Mapping
Posted: Monday, May. 11, 2009 10:22 am
Did you add the fx to your zone source?
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_INSANE_
General Member
Since: Nov 7, 2008
Posts: 352
Last: Jul 10, 2011
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Monday, May. 11, 2009 10:25 am
The line at the bottom says "mp_mp_"

Should it only be "mp_" ?


Pretty sure that's your problem [casanova]

edited on May. 11, 2009 06:28 am by -=INSANE=-
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW MP Mapping
Posted: Monday, May. 11, 2009 10:37 am
And the first line is:

n#include maps\mp\_utility;

when it should be:

#include maps\mp\_utility;


Be very careful when updating your scripts, it pays to spend the time to double and triple check them.
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