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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Question about a FX method
darkness_225
General Member
Since: Sep 2, 2009
Posts: 65
Last: Apr 30, 2013
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Aug. 11, 2010 10:37 pm
Hey, quick question. I want to know if the Client Script FX method would work for zombiemode, cause it works amazing for multiplayer.

If you don't know what the Client Script FX method is, here's an example

Code:
#include maps\mp\_utility;


main()
{
        precacheFX();
        spawnFX();
}

precacheFX()
{
        level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium");
	
	level._effect["lightning_flash"] = loadfx("env/weather/fx_lightning_cloud_flash");
	
	level._effect["heavy_rain"] = loadfx("env/weather/fx_rain_hvy");
}

spawnFX()
{
        playLoopedFx(level._effect["mp_fire_medium"], 4, (0,0,0), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
	
	playLoopedFx(level._effect["lightning_flash"], 4, (-304,-760,600), 0, anglestoforward ((0,0,0)), anglestoup((0,0,0)));

	playLoopedFx(level._effect["lightning_flash"], 4, (-250,760,600), 0, anglestoforward ((0,0,0)), anglestoup((0,0,0)));
	
	playLoopedFx(level._effect["lightning_flash"], 4, (304,560,600), 0, anglestoforward ((0,0,0)), anglestoup((0,0,0)));

	playLoopedFx(level._effect["heavy_rain"], 4, (0,0,0), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));

	playLoopedFx(level._effect["heavy_rain"], 4, (-960,960,0), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));

	playLoopedFx(level._effect["heavy_rain"], 4, (-960,-960,0), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));

	playLoopedFx(level._effect["heavy_rain"], 4, (960,960,0), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
	
	playLoopedFx(level._effect["heavy_rain"], 4, (960,-960,0), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
}


I'm making a Der Reise Style map (yes, the scripts work perfect), and I would like to have fx. Thanks in Advance.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Aug. 11, 2010 10:47 pm
But of course: http://www.modsonwiki.com/index.php/World_at_War:_SP_Effects

Enjoy [thumbs_up]
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darkness_225
General Member
Since: Sep 2, 2009
Posts: 65
Last: Apr 30, 2013
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Aug. 12, 2010 12:51 am
just making sure, this is the easiest way i have fount.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Aug. 12, 2010 01:21 am
hehe I should have read your example, that's not clientscript (from what I can tell), read the mondsonwiki mp effects and sp effects page for clientside examples.

- as for ease of use:

It's supposed to be used a long with the in game effects placement tool, I think it's /exec createfx.cfg to access it. Then everything else is easy as pie.
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darkness_225
General Member
Since: Sep 2, 2009
Posts: 65
Last: Apr 30, 2013
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Friday, Aug. 13, 2010 01:43 am
techno2sl writes...
Quote:
hehe I should have read your example, that's not clientscript (from what I can tell), read the mondsonwiki mp effects and sp effects page for clientside examples.

- as for ease of use:

It's supposed to be used a long with the in game effects placement tool, I think it's /exec createfx.cfg to access it. Then everything else is easy as pie.


I read this on RGN wiki, it said Clientscript. It's obviously not i know, but would this work?
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Friday, Aug. 13, 2010 01:56 am
I'm not sure, but if others are using it without any problems then it should be OK. The main purpose of clientscripts is to reduce the server load by running the scripts on the client rather than the server so as long as no one has reported issues and users don't get latency from playing your map then go for the option that suits you.
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Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
[view latest posts]
Level 8
Category: CoDWW Zombie/Co-Op Mapping
Posted: Friday, Aug. 13, 2010 01:29 pm
I personally use the Script_struct method of adding fx and sound. Maybe a bit more thinking to get your head around the concept but once you do a few you will scratch your head and wonder why you ever did it any other way.


RGN WIKI script_struc FX method.
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Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Friday, Aug. 13, 2010 05:11 pm
Ray, I took a look at that script_struct method and love it.

But does it work for SP?
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Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
[view latest posts]
Level 8
Category: CoDWW Zombie/Co-Op Mapping
Posted: Friday, Aug. 13, 2010 05:30 pm
I cant answer yes or no because I dont map for SP but I really cant see that there would be any difference when you are working that deeply in radiant.

Give it go, I dont think it will give you any problems. [wink]

Oh, if you want to see how many of those things that I used in mp_stronghold Raven just let me know and I will post up a picture of them in radiant.

The control that they give you over the environment is tremendous, walk through my map and listen to the wind changes as you go.
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