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Topic: fx issue with my map |
damo56 |
General Member Since: May 29, 2009 Posts: 29 Last: Aug 20, 2010 [view latest posts] |
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DeekCiti |
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General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, Apr. 15, 2010 04:40 pm |
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damo56 writes...Quote: THANKYOU DeekCiti!!! lol finally got it working. just gotta fix up angles now and set the smoke to loop. after 4 pages lol. thanks 2 every1 else 4 their help as well, now i can get this map going!!!
Note: maybe you should make an fx tutorial to help others out :P
Hey! Glad it's working now!
What was it, the case sensitive??
Infern4ll writes...Quote: Ok . Off topic now, cause i'm missing something here. for my curiousity : You all telling me that this line doesn't mean nothing important, so why the hell my fx are dissapearing from map when i delete it and rebulit ff files.
Im testing my maps not only via compile tools,(even if, the dev modes are switched off) i'm rather trying to test via game console and mods started. I'm understanding
Your point of wiev cause i know rules of scripting and i know "//" means nothing more than a F!@#ng comment in most sripting languages. I wouldn't made myself a fool if i wouldn't check it several times.
If I would be on Your position, i'd probably react the same as You, but i've seen what my console said to me. When i fixed the error apeared on it my effects are shown off on the map.
Someone can tell me what the f@!#$ is going on?
When FX start disappearing it's most likely because you have too many in the map, or too many the player can see at that particular moment. Basically, too many "player-radius visible" effects. Why is it happening? You might have some other error that stems from it, no idea.
Just leave it fixed. It isn't a big deal, nobody is right or wrong here, just do it the way it works on your end. If it works for you, then do it your way. |
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Infern4ll |
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General Member Since: Feb 8, 2010 Posts: 94 Last: Jun 4, 2010 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, Apr. 15, 2010 06:04 pm |
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WowW Finally....
Well, somehow i'm glad too
Quote: Nobody is right or wrong here, just do it the way it works on your end. If it works for you, then do it your way.
I wouldn't say any better Deek..
I'll drink for that
Greets to all of You
edited on Apr. 15, 2010 02:05 pm by Infern4ll |
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[ST]simon[RAP] |
General Member Since: Jul 2, 2009 Posts: 42 Last: Jun 20, 2010 [view latest posts] |
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DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, Jun. 10, 2010 10:47 am |
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[ST]simon[RAP] writes...Quote: hi i have the same problem and was wondering wether u could post ur final code!
i dont really get what u finally did to make it work!
thx
why ask for his code? Post your own. Its the only way we can see what you've done wrong. |
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[ST]simon[RAP] |
General Member Since: Jul 2, 2009 Posts: 42 Last: Jun 20, 2010 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Monday, Jun. 14, 2010 06:46 am |
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hi i did post my own code in an other toptic.
but because i got the same prob i thought it might alsow be helpfull for me if he could post his code!
http://modsonline.com/Forums-top-124187.html
thats where it is
would be great if anybody could help!
thx simon |
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KillaBry |
General Member Since: May 1, 2008 Posts: 16 Last: Jul 14, 2010 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Friday, Jun. 18, 2010 06:17 pm |
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Probably could of caused the issue's with his code would of been:
if you look in the ( brackets code )
you will see some dont match.. Eg: ( "misc/water_level_edge" ) has a space before and after the " then in the actual createfx folder file.. he has the same code ("misc/water_level_edge") BUT with no spaces?//,,,,
that would be the only thing i can see wrong with the code...
just remember that the code is sensative.. when placing it in if you add a space at ( then add " make sure it is the same in createfx file... otherwise they dont corrispond hence will not show them running...
sorry only got back onto mapping a couple days ago if i would of seen this i would of posted earlier..
BUT to me that was the issue's with this fella's FX.....
level._effect[ "water_level_edge" ] = loadfx( "misc/water_level_edge" );
level._effect[ "car_damage_blacksmoke" ] = loadfx( "smoke/car_damage_blacksmoke" );
level._effect[ "snow" ] = loadfx( "snow_damo" );
/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_snow_fx::main();
#/
}
mp_snow_fx (in maps/createfx)
main()
{
ent = maps\mp\_utility::createLoopEffect("water_level_edge" );
ent.v[ "origin" ] = ( -952, 8, -1032 );
ent.v[ "angles" ] = ( 0, 2.50448, 0 );
ent.v[ "fxid" ] = "water_level_edge";
ent.v[ "delay" ] = -15;
ent = maps\mp\_utility::createLoopEffect("car_damage_blacksmoke" );
ent.v[ "origin" ] = ( -736, 944, -944 );
ent.v[ "angles" ] = ( 0, 0, 0 );
ent.v[ "fxid" ] = "car_damage_blacksmoke";
ent.v[ "delay" ] = -15;
ent = maps\mp\_utility::createOneshotEffect( "snow" );
ent.v[ "origin" ] = ( 0, 0, -1232 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow";
ent.v[ "delay" ] = -15;
} |
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[ST]simon[RAP] |
General Member Since: Jul 2, 2009 Posts: 42 Last: Jun 20, 2010 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Sunday, Jun. 20, 2010 12:46 am |
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thanks for ur help!
i had a 2nd look at my script and now no errors show up in the console anymore!
the fx dont show up though!
somewhere here it said something of "fixing up angles" how do i do that? what do angles actually do?
my code:
Code: //_createfx generated. Do not touch!!
main()
{
ent = maps\mp\_utility::createOneshotEffect( "fire/fire_barrel_fragm_a" );
ent.v[ "origin" ] = ( 0.1, 0.1, 0.1 );
ent.v[ "angles" ] = ( 10, 10, 10 );
ent.v[ "fxid" ] = "fire_barrel_fragm_a";
ent.v[ "delay" ] = 0.5;
ent = maps\mp\_utility::createOneshotEffect( "smoke/car_damage_blacksmoke" );
ent.v[ "origin" ] = ( 0.2, 0.2, 0.2 );
ent.v[ "angles" ] = ( 0.2, 0.2, 0.2 );
ent.v[ "fxid" ] = "car_damage_blacksmoke";
ent.v[ "delay" ] = 0.5;
}
and
Code: main()
{
level._effect[ "fire_barrel_fragm_a" ] = loadfx ( "fire/fire_barrel_fragm_a" );
level._effect[ "car_damage_blacksmoke" ] = loadfx ( "smoke/car_damage_blacksmoke" );
/#
if (getdvar("clientSideEffects") != "1")
maps\createfx\mp_fx_test_fx::main();
#/
}
i hope someone can still help me!
edited on Jun. 19, 2010 08:46 pm by [ST]simon[RAP] |
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[ST]simon[RAP] |
General Member Since: Jul 2, 2009 Posts: 42 Last: Jun 20, 2010 [view latest posts] |
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cskiller86 |
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General Member Since: Nov 23, 2009 Posts: 528 Last: Oct 25, 2011 [view latest posts] |
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