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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: fx issue with my map
damo56
General Member
Since: May 29, 2009
Posts: 29
Last: Aug 20, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Monday, Apr. 5, 2010 09:30 am
i have added in fx using gsc scripts but they dont show in game. i tried using a script_struct for my fireplace and it worked.

i have searched on a couple of different forums and havent been able to work this out yet.

these are my gsc files

mp_snow.gsc

main()
{
maps\mp\_load::main();
maps\mp\mp_snow_fx::main();
maps\mp\_breakglass::main();

game["allies"] = "sas";
game["axis"] = "russian";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";

setdvar( "r_specularcolorscale", "1" );
}

mp_snow_fx (in maps/mp)

main()
{
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;
}


just so you know snow_damo is a custom fx

thanks in advance
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Tuesday, Apr. 6, 2010 03:14 pm
First off, make sure the origins and angles are correct.
Then, try it with createOneshotEffect (the FX will loop if it is set up to loop in EffectsEd).
Lastly, change the delays (try it with positive numbers too).
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Infern4ll
General Member
Since: Feb 8, 2010
Posts: 94
Last: Jun 4, 2010
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, Apr. 6, 2010 05:19 pm
I hope You didn't forgot to add Your effects into zone file ;)


Code:

fx,misc/water_edge
fx,smoke/car_damage_blacksmoke
fx,smoke_damo


If You did forgot, add them and rebuild fast files ;)
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damo56
General Member
Since: May 29, 2009
Posts: 29
Last: Aug 20, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Apr. 7, 2010 08:47 pm
yeah i remember to keep my zone file updated. ive checked the origins/angles and they should be alright, ive set the delay to 5 and tried changing between loop/oneshot. ill keep playing around with it to see if i can get it to work, if i do ill post the solution here for future reference.
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Infern4ll
General Member
Since: Feb 8, 2010
Posts: 94
Last: Jun 4, 2010
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Wednesday, Apr. 7, 2010 09:26 pm
Code:
//_createfx generated. Do not touch!!


Add this line at the beinning of mp_snow_fx.gsc in maps/createfx

Trust me it will work.

I had the same problem

Script should look like that:

Code:

//_createfx generated. Do not touch!!

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;
}


Btw. If fx is not loading allways check console in game "shift + ~" and look for red infos :)
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damo56
General Member
Since: May 29, 2009
Posts: 29
Last: Aug 20, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Apr. 7, 2010 10:59 pm
attachment: image(46.3Kb)
lol didnt think that would work, the compiler ignores the comments. i got an error message in game when i shift + ~. i have added it as an attachment to the post
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Thursday, Apr. 8, 2010 08:53 am
Infern4ll writes...
Quote:
Code:
//_createfx generated. Do not touch!!


Add this line at the beinning of mp_snow_fx.gsc in maps/createfx

Trust me it will work.

I had the same problem



LoL how can a commented out line help? Its a developer note. Nothing more, nothing less. It isnt used by the code at all - the double forward slashes make the dev note "invisible" to the game.
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damo56
General Member
Since: May 29, 2009
Posts: 29
Last: Aug 20, 2010
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Thursday, Apr. 8, 2010 10:46 am
yeah thats what i thought... still havent got it working, been on it all day.
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Thursday, Apr. 8, 2010 11:41 am
Try this;

Code:
main()
{
	ent = maps\mp\_utility::createoneshot( "water_level_edge" );
	ent.v[ "origin" ] = ( -952, 8, -1032 );
	ent.v[ "angles" ] = ( 0, 0, 0 );
	ent.v[ "fxid" ] = "water_level_edge";
	ent.v[ "delay" ] = -15;

	ent = maps\mp\_utility::createoneshot( "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::createoneshot( "snow" );
	ent.v[ "origin" ] = ( 0, 0, -1232 );
	ent.v[ "angles" ] = ( 0, 0, 0 );
	ent.v[ "fxid" ] = "snow";
	ent.v[ "delay" ] = -15;
}


Never change the delay - its always -15 no matter what.

Also, I would hazard a guess and say the reason your effects werent working is because of the angels. If an effect doesnt show but the code is ok and everything is compiled properly, its usually the down to 2 things: the delay time is wrong or the angles are wrong. Thats when an FX wont show.
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Thursday, Apr. 8, 2010 03:11 pm
I have a delay of -1 on one of my FXs and it works just fine. I'm not sure what it does, though.

@OP: to be sure that everything in the script is OK, I suggest replacing the custom FX with normal ones (for testing). If they show up, then the custom FXs are the problem.
To check if it's an angles problem, you could activate noclip and move around where the FX would be (FX appears under terrain too, so it would be easy to locate).
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