| Author |
Topic: Old town blue fog ? |
| EyEControL |
General Member Since: Jun 6, 2008 Posts: 27 Last: Oct 25, 2009 [view latest posts] |
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| eganwotv |
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Deactivated Account Since: May 28, 2007 Posts: 961 Last: Oct 31, 2010 [view latest posts] |
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| EyEControL |
General Member Since: Jun 6, 2008 Posts: 27 Last: Oct 25, 2009 [view latest posts] |
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Category: CoDWW Zombie/Co-Op Mapping Posted: Thursday, Oct. 8, 2009 02:17 pm |
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yea i know about the impact/ the 400 limit also happens when theres a prob in your zonesource/mapname.csv
go figure =/
sure this is the maps/_fx.gsc
#include maps\_utility;
#include common_scripts\utility;
main()
{
precache_scripted_fx();
precache_createfx_fx();
footsteps();
maps\createart\nazi_zombie_factory_art::main();
spawnFX();
}
footsteps()
{
animscripts\utility::setFootstepEffect( "asphalt", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "brick", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "carpet", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "cloth", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "concrete", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "dirt", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "foliage", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "gravel", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "grass", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "metal", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "mud", LoadFx( "bio/player/fx_footstep_mud" ) );
animscripts\utility::setFootstepEffect( "paper", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "plaster", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "rock", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "sand", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "water", LoadFx( "bio/player/fx_footstep_water" ) );
animscripts\utility::setFootstepEffect( "wood", LoadFx( "bio/player/fx_footstep_dust" ) );
}
precache_scripted_fx()
{
level._effect["large_ceiling_dust"] = LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );
level._effect["poltergeist"] = LoadFx( "misc/fx_zombie_couch_effect" );
level._effect["gasfire"] = LoadFx("destructibles/fx_dest_fire_vert");
level._effect["switch_sparks"] = loadfx("env/electrical/fx_elec_wire_spark_burst");
level._effect["wire_sparks_oneshot"] = loadfx("env/electrical/fx_elec_wire_spark_dl_oneshot");
// rise fx
level._effect["rise_burst"] = LoadFx("maps/mp_maps/fx_mp_zombie_hand_dirt_burst");
level._effect["rise_billow"] = LoadFx("maps/mp_maps/fx_mp_zombie_body_dirt_billowing");
level._effect["rise_dust"] = LoadFx("maps/mp_maps/fx_mp_zombie_body_dust_falling");
level._effect["dog_eye_glow"] = loadfx("maps/zombie/fx_zombie_dog_eyes");
level._effect["dog_gib"] = loadfx( "maps/zombie/fx_zombie_dog_explosion" );
level._effect["dog_trail_fire"] = loadfx("maps/zombie/fx_zombie_dog_fire_trail");
level._effect["dog_trail_ash"] = loadfx("maps/zombie/fx_zombie_dog_ash_trail");
level._effect["dog_breath"] = Loadfx("maps/zombie/fx_zombie_dog_breath");
level._effect["lght_marker"] = Loadfx("maps/zombie/fx_zombie_factory_marker");
level._effect["lght_marker_flare"] = Loadfx("maps/zombie/fx_zombie_factory_marker_fl");
level._effect["betty_explode"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic");
level._effect["betty_trail"] = loadfx("weapon/bouncing_betty/fx_betty_trail");
level._effect["zapper_fx"] = loadfx("misc/fx_zombie_zapper_powerbox_on");
level._effect["zapper"] = loadfx("misc/fx_zombie_electric_trap");
level._effect["zapper_wall"] = loadfx("misc/fx_zombie_zapper_wall_control_on");
level._effect["zapper_light_ready"] = loadfx("maps/zombie/fx_zombie_light_glow_green");
level._effect["zapper_light_notready"] = loadfx("maps/zombie/fx_zombie_light_glow_red");
level._effect["elec_room_on"] = loadfx("fx_zombie_light_elec_room_on");
level._effect["elec_md"] = loadfx("env/electrical/fx_elec_player_md");
level._effect["elec_sm"] = loadfx("env/electrical/fx_elec_player_sm");
level._effect["elec_torso"] = loadfx("env/electrical/fx_elec_player_torso");
level._effect["elec_trail_one_shot"] = loadfx("misc/fx_zombie_elec_trail_oneshot");
level._effect["wire_spark"] = loadfx("maps/zombie/fx_zombie_wire_spark");
level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );
}
precache_createfx_fx()
{
level._effect["mp_battlesmoke_lg"] = loadfx("maps/mp_maps/fx_mp_battlesmoke_thin_lg");
level._effect["mp_fire_distant_150_150"] = loadfx("maps/mp_maps/fx_mp_fire_150x150_tall_distant");
level._effect["mp_fire_distant_150_600"] = loadfx("maps/mp_maps/fx_mp_fire_150x600_tall_distant");
level._effect["mp_fire_static_small_detail"] = loadfx("maps/mp_maps/fx_mp_fire_small_detail");
level._effect["mp_fire_window_smk_rt"] = loadfx("maps/mp_maps/fx_mp_fire_window_smk_rt");
level._effect["mp_fire_window_smk_lf"] = loadfx("maps/mp_maps/fx_mp_fire_window_smk_lf");
level._effect["mp_fire_window"] = loadfx("maps/mp_maps/fx_mp_fire_window");
level._effect["mp_fire_rubble_small"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small");
level._effect["mp_fire_rubble_md_smk"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_md_smk");
level._effect["mp_fire_rubble_md_lowsmk"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_md_lowsmk");
level._effect["mp_fire_rubble_detail_grp"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_detail_grp");
level._effect["mp_ray_fire_thin"] = loadfx("maps/mp_maps/fx_mp_ray_fire_thin");
level._effect["mp_ray_fire_ribbon"] = loadfx("maps/mp_maps/fx_mp_ray_fire_ribbon");
// level._effect["mp_fire_column_sm"] = loadfx("maps/mp_maps/fx_mp_fire_column_sm");
level._effect["mp_fire_column_lg"] = loadfx("maps/mp_maps/fx_mp_fire_column_lg");
level._effect["mp_fire_furnace"] = loadfx("maps/mp_maps/fx_mp_fire_furnace");
// level._effect["mp_ray_light_xsm"] = loadfx("maps/mp_maps/fx_mp_ray_moon_xsm");
level._effect["mp_ray_light_sm"] = loadfx("maps/mp_maps/fx_mp_ray_moon_sm");
// level._effect["fx_mp_flare_med"] = loadfx("maps/mp_maps/fx_mp_flare_med");
// level._effect["fx_mp_flare_md"] = loadfx("maps/mp_maps/fx_mp_flare_md");
level._effect["mp_ray_light_md"] = loadfx("maps/mp_maps/fx_mp_ray_moon_md");
level._effect["mp_ray_light_lg"] = loadfx("maps/mp_maps/fx_mp_ray_moon_lg");
level._effect["fx_mp_ray_fire_ribbon"] = loadfx("maps/mp_maps/fx_mp_ray_fire_ribbon");
level._effect["fx_mp_ray_fire_ribbon_med"] = loadfx("maps/mp_maps/fx_mp_ray_fire_ribbon_med");
level._effect["mp_ray_light_lg_1sd"] = loadfx("maps/mp_maps/fx_mp_ray_moon_lg_1sd");
level._effect["mp_smoke_fire_column"] = loadfx("maps/mp_maps/fx_mp_smoke_fire_column");
level._effect["mp_smoke_plume_lg"] = loadfx("maps/mp_maps/fx_mp_smoke_plume_lg");
level._effect["mp_smoke_hall"] = loadfx("maps/mp_maps/fx_mp_smoke_hall");
level._effect["mp_ash_and_embers"] = loadfx("maps/mp_maps/fx_mp_ash_falling_large");
level._effect["mp_light_glow_indoor_short"] = loadfx("maps/mp_maps/fx_mp_light_glow_indoor_short_loop");
level._effect["mp_light_glow_outdoor_long"] = loadfx("maps/mp_maps/fx_mp_light_glow_outdoor_long_loop");
level._effect["mp_insects_lantern"] = loadfx("maps/mp_maps/fx_mp_insects_lantern");
level._effect["fx_mp_fire_torch_noglow"] = loadfx("maps/mp_maps/fx_mp_fire_torch_noglow");
level._effect["a_embers_falling_sm"] = loadfx("env/fire/fx_embers_falling_sm");
// level._effect["a_tracers_flak88_amb"] = loadfx("maps/ber3/fx_tracers_flak88_amb");
// level._effect["mp_flak_field"] = loadfx("maps/mp_maps/fx_mp_flak_field");
// level._effect["mp_flak_field_flash"] = loadfx("maps/mp_maps/fx_mp_flak_field_flash");
level._effect["transporter_beam"] = loadfx("maps/zombie/fx_transporter_beam");
level._effect["transporter_pad_start"] = loadfx("maps/zombie/fx_transporter_pad_start");
level._effect["transporter_start"] = loadfx("maps/zombie/fx_transporter_start");
level._effect["transporter_ambient"] = loadfx("maps/zombie/fx_transporter_ambient");
level._effect["zombie_mainframe_link_all"] = loadfx("maps/zombie/fx_zombie_mainframe_link_all");
level._effect["zombie_mainframe_link_single"] = loadfx("maps/zombie/fx_zombie_mainframe_link_single");
level._effect["zombie_mainframe_linked"] = loadfx("maps/zombie/fx_zombie_mainframe_linked");
level._effect["zombie_mainframe_beam"] = loadfx("maps/zombie/fx_zombie_mainframe_beam");
level._effect["zombie_mainframe_flat"] = loadfx("maps/zombie/fx_zombie_mainframe_flat");
level._effect["zombie_mainframe_flat_start"] = loadfx("maps/zombie/fx_zombie_mainframe_flat_start");
level._effect["zombie_mainframe_beam_start"] = loadfx("maps/zombie/fx_zombie_mainframe_beam_start");
level._effect["zombie_flashback_american"] = loadfx("maps/zombie/fx_zombie_flashback_american");
level._effect["gasfire2"] = Loadfx("destructibles/fx_dest_fire_vert");
level._effect["mp_light_lamp"] = Loadfx("maps/mp_maps/fx_mp_light_lamp");
level._effect["zombie_difference"] = loadfx("maps/zombie/fx_zombie_difference");
level._effect["zombie_mainframe_steam"] = loadfx("maps/zombie/fx_zombie_mainframe_steam");
level._effect["zombie_heat_sink"] = loadfx("maps/zombie/fx_zombie_heat_sink");
level._effect["mp_smoke_stack"] = loadfx("maps/mp_maps/fx_mp_smoke_stack");
level._effect["mp_elec_spark_fast_random"] = loadfx("maps/mp_maps/fx_mp_elec_spark_fast_random");
level._effect["zombie_elec_gen_idle"] = loadfx("misc/fx_zombie_elec_gen_idle");
level._effect["zombie_moon_eclipse"] = loadfx("maps/zombie/fx_zombie_moon_eclipse");
level._effect["zombie_clock_hand"] = loadfx("maps/zombie/fx_zombie_clock_hand");
level._effect["zombie_elec_pole_terminal"] = loadfx("maps/zombie/fx_zombie_elec_pole_terminal");
level._effect["mp_elec_broken_light_1shot"] = loadfx("maps/mp_maps/fx_mp_elec_broken_light_1shot");
level._effect["mp_light_lamp_no_eo"] = loadfx("maps/mp_maps/fx_mp_light_lamp_no_eo");
level._effect["zombie_packapunch"] = loadfx("maps/zombie/fx_zombie_packapunch");
//ESM - added for perk machines
level._effect["electric_short_oneshot"] = loadfx("env/electrical/fx_elec_short_oneshot");
}
spawnFX()
{
maps\createfx\nazi_zombie_diekirche_fx::main();
}
edited on Oct. 8, 2009 05:17 pm by EyEControL |
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| eganwotv |
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Deactivated Account Since: May 28, 2007 Posts: 961 Last: Oct 31, 2010 [view latest posts] |
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| EyEControL |
General Member Since: Jun 6, 2008 Posts: 27 Last: Oct 25, 2009 [view latest posts] |
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| techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 13, 2010 [view latest posts] |
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| EyEControL |
General Member Since: Jun 6, 2008 Posts: 27 Last: Oct 25, 2009 [view latest posts] |
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| EyEControL |
General Member Since: Jun 6, 2008 Posts: 27 Last: Oct 25, 2009 [view latest posts] |
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| techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 13, 2010 [view latest posts] |
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Category: CoDWW Zombie/Co-Op Mapping Posted: Saturday, Oct. 10, 2009 03:00 am |
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Maybe it's the vision file, you'll notice the Art file loads a vision set and in raw/vision there are a bunch of these vision files including one for Dog rounds. (I think you can actually just make them blank to not use them or leave at least 1 setting in it, never tried doing that though).
There are probably fx settings in either your raw/maps/yourmapname_fx.gsc or raw/clientscrits/yourmapname_fx.gsc for dog rounds too.
Overall just doing this, reading stuff etc will get you used to finding and dealing with scripts, which is worth it in the end ![[thumbs_up]](images/BBCode/smilies/thumbs_up.gif) |
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| EyEControL |
General Member Since: Jun 6, 2008 Posts: 27 Last: Oct 25, 2009 [view latest posts] |
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Comments: 0
LoadoutGun Crafting to the Max.
edited on Sep. 25, 2012 06:57 pm by Morp...
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