Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds
Watch MODSonair

Members Online

»
0 Active | 50 Guests
Online:

LATEST FORUM THREADS

»
re: enabling cheats on Eli...
Star Trek Voyager: Elite F...
Using Teamspeak
Teamspeak Servers
eXtreme+ v2.9
CoDBO Map + Mod Releases

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Previous Page
subscribe
Author Topic: Level Effects
JerryAtricks
General Member
Since: Jun 1, 2008
Posts: 108
Last: Nov 20, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Nov. 13, 2010 04:31 am
ew... everything in the background turns white with those settings. [puke]
Share |
JerryAtricks
General Member
Since: Jun 1, 2008
Posts: 108
Last: Nov 20, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Nov. 13, 2010 04:48 am
Actually, I have one more question...

Is it required to have one entry for each FX in both map_fx.gsc files?

In other words, for this entry in the mp_mapname_fx.gsc in maps/mp:
Code:
level._effect["thin_black_smoke_L"] = loadfx ("smoke/thin_black_smoke_L");


It requires this entry in mp_mapname_fx.gsc in maps/createfx:
Code:
ent = maps\mp\_utility::createOneshotEffect( "thin_black_smoke_L" ); ent.v[ "origin" ] = ( -1104, -4720, 16 ); ent.v[ "angles" ] = ( 270, 0, 0 ); ent.v[ "fxid" ] = "thin_black_smoke_L"; ent.v[ "delay" ] = -1;


However, if I have more than one instance of the effect loaded, is it necessary to enter more lines which call the fx in the first fx.gsc file or does it just have to be called once and then can be placed around the map using the second fx.gsc?
Share |
JerryAtricks
General Member
Since: Jun 1, 2008
Posts: 108
Last: Nov 20, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Nov. 13, 2010 04:59 am
Ok, just answered my own question.

NO you do not need more than one entry in the maps/mp/mp_mapname_fx.gsc for each FX that is loaded. Apparently, all that file does is load that particular effect.

The second fx file in the maps/createfx folder places instances of the FX around the map.

So if I wanted those little bugs/butterflies to whiz around 6 different bushes, all I need in maps/mp/mp_mapname_fx.gsc is on entry of the FX, while in maps/createfx/mp_mapname_fx.gsc I would need 6 entries with separate coordinates to place the FX.

[thumbs_up]
Share |
Restricted Access Topic is Locked
Page
Previous Page
subscribe
MODSonline.com Forums : Call of Duty 4 : CoD4 MP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»