Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 67 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: need help again...just basic fx script
cod2fun
General Member
Since: Aug 26, 2009
Posts: 75
Last: Sep 13, 2010
[view latest posts]
Level 3
Category: CoD2 Scripting
Posted: Saturday, Jan. 30, 2010 04:37 pm
i have made map and fx i made work just fine but my map have dm,tdm,sd,ctf game types and i know that i must add somthing for sd in fx but i dont know what?

this is my fx so what is missing?
pls help me i need to upload map today for noob clan :)

main()
{
level._effect["smoke"] = loadfx ("fx/smoke/thin_black_smoke_M.efx");
maps\mp\_fx::loopfx("smoke", (-1120, 1464, 456), 0.7);
maps\mp\_load::main();

level._effect["smoke"] = loadfx ("fx/smoke/thin_black_smoke_M.efx");
maps\mp\_fx::loopfx("smoke", (-1464, -744, 24), 0.7);
maps\mp\_load::main();


level._effect["smoke"] = loadfx ("fx/smoke/thin_black_smoke_M.efx");
maps\mp\_fx::loopfx("smoke", (-200, -2072, 544), 0.7);
maps\mp\_load::main();

level._effect["smoke"] = loadfx ("fx/smoke/thin_black_smoke_M.efx");
maps\mp\_fx::loopfx("smoke", (-216, -352, 40), 0.7);
maps\mp\_load::main();

level._effect["smoke"] = loadfx ("fx/smoke/thin_black_smoke_M.efx");
maps\mp\_fx::loopfx("smoke", (736, 2304, 80), 0.7);
maps\mp\_load::main();

level._effect["smoke"] = loadfx ("fx/smoke/thin_black_smoke_M.efx");
maps\mp\_fx::loopfx("smoke", (2040, 592, 8), 0.7);
maps\mp\_load::main();

level._effect["smoke"] = loadfx ("fx/smoke/thin_black_smoke_M.efx");
maps\mp\_fx::loopfx("smoke", (2064, -968, 8), 0.7);
maps\mp\_load::main();

level._effect["smoke"] = loadfx ("fx/smoke/thin_black_smoke_M.efx");
maps\mp\_fx::loopfx("smoke", (-4336, -2504, 24), 0.7);
maps\mp\_load::main();

level._effect["smoke"] = loadfx ("fx/smoke/thin_black_smoke_M.efx");
maps\mp\_fx::loopfx("smoke", (-2064, 1496, 56), 0.7);
maps\mp\_load::main();

level._effect["smoke"] = loadfx ("fx/smoke/thin_black_smoke_M.efx");
maps\mp\_fx::loopfx("smoke", (1056, 3888, 720), 0.7);
maps\mp\_load::main();

level._effect["anti-air1"] = loadfx ("fx/misc/antiair_tracers.efx");
maps\mp\_fx::loopfx("anti-air1",(-1264, 5312, 8), 5);

level._effect["anti-air1"] = loadfx ("fx/misc/antiair_tracers.efx");
maps\mp\_fx::loopfx("anti-air1",(320, 5312, 8), 2);

level._effect["anti-air1"] = loadfx ("fx/misc/antiair_tracers.efx");
maps\mp\_fx::loopfx("anti-air1",(-5184, 320, 8), 4);

level._effect["anti-air1"] = loadfx ("fx/misc/antiair_tracers.efx");
maps\mp\_fx::loopfx("anti-air1",(-4800, -4608, 16), 5);

level._effect["anti-air1"] = loadfx ("fx/misc/antiair_tracers.efx");
maps\mp\_fx::loopfx("anti-air1",(-3712, -5440, 16), 6);

level._effect["anti-air1"] = loadfx ("fx/misc/antiair_tracers.efx");
maps\mp\_fx::loopfx("anti-air1",(-1792, 5440, 16), 3);

level._effect["fire"] = loadfx ("fx/fire/halftrack_fire.efx");
maps\mp\_fx::loopfx("fire",(1240, -1336, 152), 0.7);

level._effect["fire"] = loadfx ("fx/fire/halftrack_fire.efx");
maps\mp\_fx::loopfx("fire",(1032, -664, 0), 0.7);

level._effect["fire"] = loadfx ("fx/fire/ground_fire_med.efx");
maps\mp\_fx::loopfx("fire",(1512, -728, 496), 0.7);

level._effect["fire"] = loadfx ("fx/fire/ground_fire_med.efx");
maps\mp\_fx::loopfx("fire",(1528, -1224, 496), 0.7);

level._effect["fire"] = loadfx ("fx/fire/ground_fire_med.efx");
maps\mp\_fx::loopfx("fire",(1408, -960, 312), 0.7);


//Sound FX
maps\mp\_fx::soundfx("medfire", (1240,-1336,152));

maps\mp\_fx::soundfx("medfire", (1032,-664,0));

maps\mp\_fx::soundfx("medfire", (1512,-728,496));

maps\mp\_fx::soundfx("medfire", (1528,-1224,496));

maps\mp\_fx::soundfx("medfire", (1408,-960,312));
}


edited on Jan. 30, 2010 11:38 am by cod2fun
Share |
COD4GRC
General Member
Since: Aug 12, 2007
Posts: 44
Last: Jan 30, 2010
[view latest posts]
Level 2
Category: CoD2 Scripting
Posted: Saturday, Jan. 30, 2010 05:04 pm
Not really an answer to your question, but you'll have to delete all duplicated "maps\mp\_load::main();".

You only need one, which should be in your main .gsc, instead of in your fx file.[duh]
Share |
cod2fun
General Member
Since: Aug 26, 2009
Posts: 75
Last: Sep 13, 2010
[view latest posts]
Level 3
Category: CoD2 Scripting
Posted: Saturday, Jan. 30, 2010 05:28 pm
COD4GRC writes...
Quote:
Not really an answer to your question, but you'll have to delete all duplicated "maps\mp\_load::main();".

You only need one, which should be in your main .gsc, instead of in your fx file.[duh]

duplicated ???
my gsc is working fine ... but what i must add in fx file for "SD"
you know sound of explosion etc. when you destroy a or b points...
Share |
{A2K}vettevictor
General Member
Since: May 8, 2007
Posts: 89
Last: Feb 9, 2010
[view latest posts]
Level 3
Category: CoD2 Scripting
Posted: Saturday, Jan. 30, 2010 07:44 pm
how do you meen, is S&D not working ? or no sound?
Share |
Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
[view latest posts]
Level 7
Category: CoD2 Scripting
Posted: Sunday, Jan. 31, 2010 01:13 am
Check a stock map fx file - all the stuff for S&D is in there and you can just copy and paste - only two lines if I'm not mistaken.
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Call of Duty 2 : CoD2 Scripting

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»