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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: FX not displaying.
frankycfurter
General Member
Since: Jul 22, 2008
Posts: 21
Last: Mar 16, 2011
[view latest posts]
Level 1
Category: CoDWW SP Mapping
Posted: Tuesday, Sep. 22, 2009 12:13 pm
Could anyone please tell me why my fx isn't visible ingame? I just want to put a simple campfire smoulder effect in a room for testing. In my room.csv file i have this:

ignore,code_post_gfx
ignore,common

col_map_sp,maps/room.d3dbsp
gfx_map,maps/room.d3dbsp
rawfile,maps/mp/room.gsc
rawfile,maps/room_fx.gsc

fx,env/fire/fx_fire_campfire_smolder


// Weapons
weapon,sp/m1garand
weapon,sp/colt
weapon,sp/fraggrenade
weapon,sp/m8_white_smoke
// Viewarms
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player
// 3rd person model
include,common_player_us

In my room.gsc file i have this:

#include maps\_utility;
#include common_scripts\utility;
#using_animtree( "generic_human" );
main()
{

level.dodgeloadout = true;

maps\room_fx::main();

maps\_load::main();

set_loadout();

}

set_loadout()
{

maps\_loadout::add_weapon( "colt");
maps\_loadout::add_weapon( "m1garand" );
maps\_loadout::add_weapon( "fraggrenade" );
maps\_loadout::add_weapon( "m8_white_smoke" );

maps\_loadout::set_secondary_offhand( "smoke" );

maps\_loadout::set_laststand_pistol( "colt" );

maps\_loadout::set_player_viewmodel( "viewmodel_usa_marine_arms");

maps\_loadout::set_player_interactive_hands( "viewmodel_usa_marine_player" );

maps\_loadout::set_switch_weapon( "m1garand_bayonet" );

level.campaign = "american";

mptype\player_usa_marine::precache();
}


In my room_fx.gsc file i have this:

#include maps\_utility;
main()
{
precacheFX();
spawnFX();
}
precacheFX()
{
level._effect["campfire_smolder"] = LoadFX( "env/fire/fx_fire_campfire_smolder" );}
spawnFX()
{
maps\createfx\room_fx::main();
}

And finally in my create effects folder i have this
room_fx.gsc file:

//_createfx generated. Do not touch!!
main()
{
// CreateFX entities placed: 1
ent = maps\_utility::createOneshotEffect( "campfire_smolder" );
ent.v[ "origin" ] = ( 0, 0, 0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "campfire_smolder";
ent.v[ "delay" ] = -15;
}

I dont get any errors relating to fx when i compile. If anyone could help i'd gladly appreciate it. Thanks
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW SP Mapping
Posted: Tuesday, Sep. 22, 2009 01:51 pm
Your not packing your createfx script by the looks of it.

rawfile,maps/createfx/yourmapname_fx.gsc

ClientsideFX
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frankycfurter
General Member
Since: Jul 22, 2008
Posts: 21
Last: Mar 16, 2011
[view latest posts]
Level 1
Category: CoDWW SP Mapping
Posted: Wednesday, Sep. 23, 2009 11:53 am
Thank you so much for the help techno2sl however, that tutorial doesn't work.

Ive copied and pasted everything in the right files but i keep getting the error:

client script compile error bad syntax }

I'm guessing its a problem with the files in the client script folder. Something to do with the { and } but i can't see a problem.

[confused]

Any ideas? thanks
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frankycfurter
General Member
Since: Jul 22, 2008
Posts: 21
Last: Mar 16, 2011
[view latest posts]
Level 1
Category: CoDWW SP Mapping
Posted: Wednesday, Sep. 23, 2009 12:17 pm
looking at the console log it says :

******* Client script compile error *******
Error: bad syntax: (file 'clientscripts/room_fx.csc', line 12)
}
*

I can't see the problem with closing off the main() with a } and then starting the precache_create_fx() line

?????????????????????????????
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frankycfurter
General Member
Since: Jul 22, 2008
Posts: 21
Last: Mar 16, 2011
[view latest posts]
Level 1
Category: CoDWW SP Mapping
Posted: Wednesday, Sep. 23, 2009 04:31 pm
I managed to get it working. FYI that tutorial is incorrect in the client scripts mapname_fx file it should be:


#include clientscripts\_utility;
main()
{
clientscripts\createfx\room_fx::main();
clientscripts\_fx::reportNumEffects();

precache_createfx_fx();

disableFX = GetDvarInt( "disable_fx" );
if( !IsDefined( disableFX ) || disableFX <= 0 )
{

}

}

precache_createfx_fx()
{
level._effect["elec_wire_spark_burst"] = loadfx ("env/electrical/fx_elec_wire_spark_burst");
}

I guess any experienced programmer would of got this instantly, but i'm new to this.

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