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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: how to change effect angle?
_INSANE_
General Member
Since: Nov 7, 2008
Posts: 352
Last: Jul 10, 2011
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Level 5
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, May. 3, 2010 08:02 pm
Try the second thing i said first... define fxPos2.
That'd be easier than editing the files like i said, although you'd have more control over it my way... but the original script will change the angles according to fxPos and fxPos2 .... so... say you put fxPos2 10 units above the original pos... then it will aim the fx up... (or something)

edited on May. 3, 2010 04:02 pm by _INSANE_
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{PADZ}grimreaper
General Member
Since: Apr 23, 2005
Posts: 334
Last: Aug 11, 2011
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Level 5
Category: CoD4 MP Mapping
Posted: Tuesday, May. 4, 2010 02:02 pm
Well like i said before iam in over my head.
Cause i have no clue about what your talking about.
I guess ill just drop this cause i only asked this for 1 simple effect which will not be missed in my map.

Thanks for the help though.
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_INSANE_
General Member
Since: Nov 7, 2008
Posts: 352
Last: Jul 10, 2011
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Level 5
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Tuesday, May. 4, 2010 07:15 pm
It's simple...
Code:
maps\mp\_fx::loopfx("shower", (640, 153, 432), 3);


what this does is run the thread loopfx() in the file _fx.gsc.... and if you look at the thread in _fx.gsc it shows this:
Code:
loopfx(fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout)


So in the first line... you defined the first 3 variables.... fxid, fxPos, waittime
All the rest are undefined basically... what you could do is define fxPos2 ... and set the origin 10 units above, beside, or wherever you want... to try to aim the fx that direction... because the script that is there.. will change the angles according to fxPos and fxPos2.

So try either of these basically:
Code:
maps\mp\_fx::loopfx("shower", (640, 153, 432), 3, (650, 153, 432));
maps\mp\_fx::loopfx("shower", (640, 153, 432), 3, (640, 163, 432));
maps\mp\_fx::loopfx("shower", (640, 153, 432), 3, (640, 153, 442));


Basically all i did was define fxPos2...but then change the origin just a tad on it.. because the script changes the angles according to both origins. K? Just test any of them and play around with it. You'll begin to understand if you actually try.
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{PADZ}grimreaper
General Member
Since: Apr 23, 2005
Posts: 334
Last: Aug 11, 2011
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Level 5
Category: CoD4 MP Mapping
Posted: Wednesday, May. 5, 2010 01:53 pm
Thanks a lot mate.

I tried that and now i have 3 effects playing at the same time.
But they are all going in diffrent directions.
Can i just delete one or 2 of those lines to see if i can get the right one to stay?
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{PADZ}grimreaper
General Member
Since: Apr 23, 2005
Posts: 334
Last: Aug 11, 2011
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Level 5
Category: CoD4 MP Mapping
Posted: Wednesday, May. 5, 2010 01:58 pm
Thx mate i saved the line:
Code:
maps\mp\_fx::loopfx("shower", (640, 153, 432), 3, (640, 153, 442));

And it now works perfectly.

Thanks for all the help [rocking]
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_INSANE_
General Member
Since: Nov 7, 2008
Posts: 352
Last: Jul 10, 2011
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Level 5
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Wednesday, May. 5, 2010 06:49 pm
Yeah, i said use just one of them [wink]
Glad its working... and i hope you understood my explanation about running threads like that and defining the different variables involved [biggrin]
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