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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: Another Question on Fire;
COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Tuesday, May. 3, 2011 01:41 pm
this is all your gsc needs inside

main()
{


maps\mp\_load::main();
maps\mp\mp_graveyard_fx::main();


//maps\mp\_compass::setupMiniMap("compass_map_mp_graveyard");

//setExpFog(300, 1400, 0.5, 0.5, 0.5, 0);
ambientPlay("ambient_crossfire");
VisionSetNaked( "mp_btd_graveyard" );

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

setdvar( "r_specularcolorscale", "1.85" );

setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");

setdvar("compassmaxrange","2000");

}

you need a second gsc like this for fx, in your raw/maps/mp

mp_graveyard_fx.gsc that i have above in my first post in red


and add the fx to your csv file, in zone_source
fx,fire/firelp_small_pm
fx,fire/firelp_small_pm
fx,fire/firelp_small_pm_a
fx,fire/firelp_med_pm_nodistort
fx,dust/dust_wind_fast
fx,dust/dust_wind_slow_yel_loop
fx,dust/dust_spiral_runner
fx,weather/hawk
fx,misc/bird_seagull_flock_large

there is a harder way with the create fx that gives you more freedom to set them in any angle you want
your gsc needs your basic info like,

name,
call fx gsc,
call minimap,
playertype,
defenders,
attackers,
axis, allies,
call createart.csv,
set ambientplay,
call vision.csv
start basic, gsc,then fx.gsc,

leave minimap for last //maps\mp\_compass::setupMiniMap("compass_map_mp_graveyard");
the double // is in front to stop it for now so your map will run as basic as it can, this is so you can add and adjust the fx sound, lighting minimap is the last thing to work on


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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Wednesday, May. 4, 2011 07:56 pm
to add rain this is all the gsc needs

main()
{

maps\mp\_rain::preload(12);

maps\mp\_load::main();
maps\mp\mp_graveyard_fx::main();


maps\mp\_compass::setupMiniMap("compass_map_mp_graveyard");

setExpFog(300, 1400, 0.5, 0.5, 0.5, 0);
ambientPlay("ambient_cargoshipmp_ext");
VisionSetNaked( "mp_graveyard" );

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

setdvar( "r_specularcolorscale", "1.85" );

setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");

setdvar("compassmaxrange","2000");
thread maps\mp\_rain::start();

}

add the rain and lightning you want in your mp_map_fx.gsc & your zone_source mp_map.csv
also your fx does not need or have


My mp_caven4_FX File.
Quote:

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

{

maps\mp\mp_barrel_fx::main();
maps\createfx\mp_barrel_fx::main();

maps\mp\_load::main();
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".1");
setdvar("r_glowbloomintensity1",".1");
setdvar("r_glowskybleedintensity0",".1");
setdvar("compassmaxrange","1500");

thread fire();
}

fire()

{
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