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Forum: All Forums : Call of Duty: World at War
Category: CoDWW SP Mapping
Call of Duty: World at War single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Effects
Tyger_Glenn
General Member
Since: Oct 15, 2005
Posts: 35
Last: Jun 3, 2009
[view latest posts]
Level 2
Category: CoDWW SP Mapping
Posted: Wednesday, May. 13, 2009 02:16 am
Been awhile,
Followed this tut http://www.modsonline.com/Tutorials-read-239.html , works great. Having a little trouble with fx.

Added this to my map fx.gsc
Code:

#include maps\_utility; 

#include common_scripts\utility;

main() { 	scriptedFX();    }
   scriptedFX() { 	level._effect["stone"]		= LoadFx( "env/dirt/fx_dust_impact_plume_large" );  }


to match the what i put in entity editor. Wall vanishes like it should but no fx, do i need to make a clientscript stating where the fx is?
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Drop_Deadx
General Member
Since: Jul 1, 2008
Posts: 212
Last: Jul 6, 2009
[view latest posts]
Level 4
Category: CoDWW SP Mapping
Posted: Wednesday, May. 13, 2009 02:51 am
From experience of going through this over and over, Yea you need a clientscript for all your files.
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Tyger_Glenn
General Member
Since: Oct 15, 2005
Posts: 35
Last: Jun 3, 2009
[view latest posts]
Level 2
Category: CoDWW SP Mapping
Posted: Friday, May. 15, 2009 05:04 pm
Also needed in zone file.

Looking to add fx, as in tut. Added this to _fx.gsc

Code:


main()
{
	clientscripts\createfx\dt2_fx::main();
	clientscripts\_fx::reportNumEffects();
	
	precache_util_fx();
	
	footsteps();
	
	//precache_createfx_fx();
	
	disableFX = GetDvarInt( "disable_fx" );
	if( !IsDefined( disableFX ) || disableFX <= 0 )
	{
		precache_scripted_fx();
	}
}
precache_scripted_fx()
 { 
	level._effect["stone"]		= LoadFx( "destructibles/fx_dest_grave_marker" );
 level._effect["wood"]		= LoadFx( "fx_dest_wood_planks_md" );
  level._effect["house"]		= loadfx ("temp_effects/fx_tmp_smoke_plume_lg_blk");
   level._effect["dust"]		= loadfx ("env/dirt/fx_dust_impact_body");
  level._effect["fire_blown"]		= loadfx ("env/fire/fx_fire_blown_md_light_blk_smk2");
  // misc
 	level._effect["flesh_hit"]	= loadFX( "impacts/flesh_hit" );
 	 }


Also added this to client fx
Code:
     	ent = clientscripts\_fx::createOneshotEffect( "stone" );
      	ent.v[ "origin" ] = ( 3084, 3634, 2 );
      	ent.v[ "angles" ] = ( 0, 123.75, 0 ); 
     	ent.v[ "fxid" ] = "stone";


I see all the effects that are not tied to a exploding wall but not the ones for the explosions.

Settings for exploding wall fx
Code:
angles - 0, 123.75, 0
classname - script_model
model - fx
script_fxid - stone
script_exploder - 6
target - auto1578
origin - 3083, 3634, 2


I am guessing I need to add the model, classname, and target to client fx?
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Tyger_Glenn
General Member
Since: Oct 15, 2005
Posts: 35
Last: Jun 3, 2009
[view latest posts]
Level 2
Category: CoDWW SP Mapping
Posted: Friday, May. 15, 2009 06:28 pm
my mistake i had a typo[ohwell]
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