Hello.
1.) Open Iw_7.iwd whit winrar
Go to folder Maps->mp
open mapname.gsc file and add this script:
Code:
main()
{
maps\mp\_load::main();
maps\mp\YOURMAPNAME_fx::main();
level.rasta_cod2_rain = loadfx ("fx/folder/File.efx");
}
Example for map mp_toujane and Rain Effect
Code:
main()
{
//maps\pam\pam_setup::main();
maps\mp\_load::main();
maps\mp\mp_toujane_fx::main();
maps\mp\_load::main();
level.rasta_cod2_rain = loadfx ("fx/misc/rain_9.efx");
thread Ambient_Sound();
game["allies"] = "british";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["british_soldiertype"] = "africa";
game["german_soldiertype"] = "africa";
setcvar("r_glowbloomintensity0",".25");
setcvar("r_glowbloomintensity1",".25");
setcvar("r_glowskybleedintensity0",".5");
if(getcvar("g_gametype") == "hq")
{
level.radio = [];
level.radio[0] = spawn("script_model", (285.332, 471.947, 12.1747));
level.radio[0].angles = (0, 335.6, 0);
level.radio[1] = spawn("script_model", (-7.80745, 1100.36, -11.0072));
level.radio[1].angles = (355.751, 55.1337, -2.21861);
level.radio[2] = spawn("script_model", (1282.54, 731.845, -1.99999));
level.radio[2].angles = (0, 133.073, 0);
level.radio[3] = spawn("script_model", (2206.32, 411.609, 54.6547));
level.radio[3].angles = (2.21806, 151.797, -7.6227);
level.radio[4] = spawn("script_model", (758.63, 1725.03, 148));
level.radio[4].angles = (0, 354.855, 0);
level.radio[5] = spawn("script_model", (1558.4, 1569.03, 96.0133));
level.radio[5].angles = (0.629538, 196.751, -2.07329);
level.radio[6] = spawn("script_model", (986.298, 3040.61, 58.7701));
level.radio[6].angles = (0.640552, 196.255, -3.11342);
level.radio[7] = spawn("script_model", (2295.88, 2483.53, 70.7077));
level.radio[7].angles = (1.35945, 129.516, 1.18606);
level.radio[8] = spawn("script_model", (2971.51, 1570.41, 45.4606));
level.radio[8].angles = (0.282498, 74.994, -0.237561);
level.radio[9] = spawn("script_model", (1758, 653.443, 176));
level.radio[9].angles = (0, 39.351, 0);
}
if (getcvar("scr_remove_killtriggers") == "" || getcvarint("scr_remove_killtriggers") < 1)
{
level.killtriggers[0] = spawnstruct();
level.killtriggers[0].origin = (1775, 2886, 764);
level.killtriggers[0].radius = 200;
level.killtriggers[0].height = 233;
if (getcvar("g_gametype") != "strat")
thread maps\mp\_killtriggers::init();
}
}
Ambient_Sound()
{
while (!isdefined(game["ambient_weather"]))
{
wait 0.1;
}
if ( game["ambient_sounds"] )
ambientPlay("ambient_africa");
if ( game["ambient_fog"] )
setExpFog(0.00015, 0.9, 0.95, 1, 0);
}
Save and close it.
Open Your mapname_fx.gsc and add this script:
Code:
main()
{
level thread rasta_cod2_rain();
}
rasta_cod2_rain()
{
zufall = RandomInt(100);
while(1) {
players = getentarray("player", "classname");
if(players.size > 0) {
max_nodes = 20;
max_nodes_per_player = max_nodes/players.size;
for(ii=0;ii<max_nodes_per_player;ii++) {
for(i = 0; i < players.size; i++) {
player = players[i];
if(isAlive(player)) {
x= 350-randomfloat(700);
y= 350-randomfloat(700);
pos = player.origin +(x,y,200) ;
trace = bulletTrace(pos,pos +(0,0,-250), true, undefined);
if(trace["fraction"] != 1) playfx(level.rasta_cod2_rain,trace["position"]);
wait 0.05;
}
}
}
}
wait 0.05;
}
}
Example for map mp_toujane
Code:
main()
{
precacheFX();
thread ambientFX();
exploderFX();
level.scr_sound["flak88_explode"] = "flak88_explode";
level thread rasta_cod2_rain();
}
rasta_cod2_rain()
{
zufall = RandomInt(100);
while(1) {
players = getentarray("player", "classname");
if(players.size > 0) {
max_nodes = 20;
max_nodes_per_player = max_nodes/players.size;
for(ii=0;ii<max_nodes_per_player;ii++) {
for(i = 0; i < players.size; i++) {
player = players[i];
if(isAlive(player)) {
x= 350-randomfloat(700);
y= 350-randomfloat(700);
pos = player.origin +(x,y,200) ;
trace = bulletTrace(pos,pos +(0,0,-250), true, undefined);
if(trace["fraction"] != 1) playfx(level.rasta_cod2_rain,trace["position"]);
wait 0.05;
}
}
}
}
wait 0.05;
}
}
precacheFX()
{
level._effect["flak_explosion"] = loadfx("fx/explosions/flak88_explosion.efx");
level._effect["dust_wind"] = loadfx("fx/dust/dust_wind_brown.efx");
level._effect["fogbank_small_duhoc"] = loadfx ("fx/misc/fogbank_small_duhoc.efx");
level._effect["smoke_plumeBG"] = loadfx ("fx/smoke/smoke_plumeBG_toujane.efx");
}
ambientFX()
{
while (!isdefined(game["ambient_weather"]))
{
wait 0.1;
}
}
You can change Effect in iw_07_iwd -> fx folder
so change only MAPNAME.gsc
level.rasta_cod2_rain = loadfx ("
fx/folder/File.efx");
Example if you want to add Green Smoke write This:
level.rasta_cod2_rain = loadfx ("fx/smoke/green_smoke_40sec_duhoc.efx");
Ty to
ivan_cro and
Me
edited by Mystic - added code boxes