my mp_ghost_lake.gsc looks like this
main()
{
maps\mp\_rain::preload(12);
maps\mp\mp_ghost_lake_fx::main();
\\maps\mp\_splash.gsc::main();
maps\mp\_load::main();
setExpFog(300, 3500, .5, 0.5, 0.45, 0);
ambientPlay("ambient_cargoshipmp_ext");
maps\mp\_explosive_barrels::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",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","2200");
// start rain efx
thread maps\mp\_rain::start();
}
in maps/mp my rain.gsc
preload(index)
{
// some of them may cause fx spawn limit exceed warnings...
level._effect["rain_effect"][0] = "weather/oneshot/rain_0";
level._effect["rain_effect"][1] = "weather/oneshot/rain_1";
level._effect["rain_effect"][2] = "weather/oneshot/rain_2";
level._effect["rain_effect"][3] = "weather/oneshot/rain_3";
level._effect["rain_effect"][4] = "weather/oneshot/rain_4";
level._effect["rain_effect"][5] = "weather/oneshot/rain_5";
level._effect["rain_effect"][6] = "weather/oneshot/rain_6";
level._effect["rain_effect"][7] = "weather/oneshot/rain_7";
level._effect["rain_effect"][8] = "weather/oneshot/rain_8";
level._effect["rain_effect"][9] = "weather/oneshot/rain_9";
level._effect["rain_effect"][10] = "weather/oneshot/rain_drops_fastrope";
level._effect["rain_effect"][11] = "weather/oneshot/rain_heavy";
level._effect["rain_effect"][12] = "weather/oneshot/rain_heavy_cloudtype";
level._effect["rain_effect"][13] = "weather/oneshot/rain_heavy_mist";
level._effect["rain_effect"][14] = "weather/oneshot/rain_heavy_mist_heli_hack";
level._effect["rain_effect"][15] = "weather/oneshot/rain_mp_cargoship";
level._effect["rain_effect"][16] = "weather/oneshot/rain_mp_farm";
level._effect["rain_effect"][17] = "weather/oneshot/rain_noise";
level._effect["rain_effect"][18] = "weather/oneshot/rain_noise_ud";
level._effect["rain_effect"][19] = "weather/oneshot/rain_splash";
level._effect["rain_effect"][20] = "weather/oneshot/rain_splash_mp_farm";
level._effect["rain_effect"][21] = "weather/oneshot/snow_light";
level._effect["rain_effect"][22] = "weather/oneshot/snow_light_mp_bloc";
level._effect["rain_effect"][23] = "weather/oneshot/snow_wind";
level._effect["rain_effect"][24] = "weather/lightning_a";
index_default = 13;
if(!isDefined(level._effect["rain_effect"][index]))
{
iprintln("rain_effect index not found, using default.");
level._effect["rain_fx"] = loadfx(level._effect["rain_effect"][index_default]);
} else {
level._effect["rain_fx"] = loadfx(level._effect["rain_effect"][index]);
level._effect["rain_on"] = 1;
level._effect["rain_wait"] = 0.05;
}
}
start()
{
rand = RandomInt(100);
while(level._effect["rain_on"])
{
players = getentarray("player", "classname");
if(players.size > 0)
{
max_nodes = 20;
max_nodes_per_player = max_nodes/players.size;
for(j=0;j
{
for(i = 0; i < players.size; i++)
{
player = players;
if(isAlive(player))
{
x= 350-randomfloat(700);
y= 350-randomfloat(700);
pos = player.origin +(x,y,200);
// increase value if rain goes through buildings (default: -250)
trace = bulletTrace(pos,pos +(0,0,-250), true, undefined);
if(trace["fraction"] != 1) playfx(level._effect["rain_fx"],trace["position"]);
wait level._effect["rain_wait"];
}
}
}
}
my ghost_lake_fx.gsc
main()
{
level._effect[ "cloud_bank_far" ] = loadfx( "weather/jeepride_cloud_bank_far" );
level._effect[ "fog_bog_a" ] = loadfx ( "weather/fog_bog_a" );
level._effect[ "wood" ] = loadfx( "explosions/grenadeExp_wood" );
level._effect[ "dust" ] = loadfx( "explosions/grenadeExp_dirt_1" );
level._effect[ "brick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
level._effect[ "coolaidmanbrick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
level._effect[ "fog_daytime" ] = loadfx( "weather/fog_daytime" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
level._effect[ "lightning_bolt_lrg" ] = loadfx( "weather/lightning_bolt_lrg" );
level._effect[ "floodlight_yellow" ] =
loadfx( "misc/floodlight_yellow" );
level._effect[ "fluorescent_glow" ] =
loadfx( "misc/fluorescent_glow" );
level._effect[ "gas_pump_fire" ] =
loadfx( "fire/gas_pump_fire" );
level._effect[ "horizon_flash_runner" ] =
loadfx( "weather/horizon_flash_runner" );
// rainfx
level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_cargoship" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
level._effect[ "cgoshp_drips" ] = loadfx( "misc/cgoshp_drips" );
level._effect[ "cgoshp_drips_a" ] = loadfx( "misc/cgoshp_drips_a" );
// level._effect[ "rain_noise" ] = loadfx( "weather/rain_noise" );
// level._effect[ "rain_noise_ud" ] = loadfx( "weather/rain_noise_ud" );
level._effect[ "mp_cargoship_rain_noise01" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise01" );
level._effect[ "mp_cargoship_rain_noise02" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise02" );
level._effect[ "mp_cargoship_rain_noise03" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise03" );
level._effect[ "mp_cargoship_rain_noise04" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise04" );
level._effect[ "mp_cargoship_rain_noise05" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise05" );
level._effect[ "mp_bog_horizon_flash" ] =
loadfx( "ambient_runners/mp_bog_horizon_flash" );
level._effect[ "mp_cargoship_rain_noise_ud01" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise_ud01" );
level._effect[ "mp_cargoship_rain_noise_ud02" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise_ud02" );
level._effect[ "mp_cargoship_rain_noise_ud03" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise_ud03" );
maps\mp\_fx::loopfx("lightning",(-940, 2222.5, 1059), 3);
maps\mp\_fx::loopfx("lightning",(-1149, 7785, 1058.5), 3);
maps\mp\_fx::loopfx("lightning_bolt_lrg",(-701.5, 10494.5, 1058.5), 9);
maps\mp\_fx::loopfx("lightning",(4778.5, 10880.5, 1058.5), 3);
maps\mp\_fx::loopfx("lightning",(7325.5, 8174.5, 1058.5), 3);
maps\mp\_fx::loopfx("lightning",(7962.5, 3672, 1058.5), 3);
maps\mp\_fx::loopfx("lightning",(6271.5, 1925.5, 1058.5), 3);
maps\mp\_fx::loopfx("lightning",(3617.5, 2053, 903.5), 3);
maps\mp\_fx::loopfx("lightning",(3867.5, 6419, 1174), 3);
maps\mp\_fx::loopfx("lightning",(5798.5, 8588.5, 1174), 3);
maps\mp\_fx::loopfx("lightning",(8253, 5776, 1090.5), 3);
maps\mp\_fx::loopfx("lightning",(8182, 4050, 1090.5), 3);
}
my soundaliases
for mp_ghost_lake.csv
has these emitters at the bottom
#Emitters,,,,,,,,,,,,,,,,,,,
elm_thunder_strike,2,amb_elements/elm_thunder_strike2.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_ghost_lake,,,,,250,,,0.4,,
elm_thunder_strike,3,amb_elements/elm_thunder_strike3.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_ghost_lake,,,,,250,,,0.4,,
elm_thunder_strike,4,amb_elements/elm_thunder_strike4.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_ghost_lake,,,,,250,,,0.4,,
elm_thunder_strike,5,amb_elements/elm_thunder_strike1.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_ghost_lake,,,,,500,,,0.4,,
elm_thunder_strike,6,amb_elements/elm_thunder_strike2.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_ghost_lake,,,,,500,,,0.4,,
elm_thunder_strike,7,amb_elements/elm_thunder_strike3.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_ghost_lake,,,,,500,,,0.4,,
elm_thunder_strike,8,amb_elements/elm_thunder_strike4.wav,0.85,0.99,element,0.8,1.1,100000,,element,,,,0.5,mp_ghost_lake,,,,,750,,,0.4,,
elm_thunder_distant,1,amb_elements/elm_thunder_dist1.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_ghost_lake,,,,,750,,,0.2
elm_thunder_distant,2,amb_elements/elm_thunder_dist2.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_ghost_lake,,,,,750,,,0.2
elm_thunder_distant,3,amb_elements/elm_thunder_dist3.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_ghost_lake,,,,,750,,,0.2
elm_thunder_distant,4,amb_elements/elm_thunder_dist4.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_ghost_lake,,,,,750,,,0.2
elm_thunder_distant,5,amb_elements/elm_thunder_dist1.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_ghost_lake,,,,,1000,,,0.2
elm_thunder_distant,6,amb_elements/elm_thunder_dist2.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_ghost_lake,,,,,1000,,,0.2
elm_thunder_distant,7,amb_elements/elm_thunder_dist3.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_ghost_lake,,,,,1000,,,0.2
elm_thunder_distant,8,amb_elements/elm_thunder_dist4.wav,0.8,1,element,0.8,1,100000,,element,,,,0.5,mp_ghost_lake,,,,,1000,,,0.2
in your sound folder you need to have raw/sound/amb_elements
elm_thunder_dist1.wav 2,3,4 and
elm_thunder_strike1.wav 2,3,4
your zone_source,my mp_ghost_lake.csv has
rawfile,soundaliases/mp_ghost_lake.csv
rawfile,maps/_weather.gsc
rawfile,maps/mp/_rain.gsc
sound,thunder,,all_mp
sound,common,mp_ghost_lake,!all_mp
sound,mp_ghost_lake,,all_mp
fx,ambient_runners/mp_bog_horizon_flash
fx,misc/lighthaze_bog_a
rawfile,maps/mp/_rain.gsc
fx,weather/oneshot/rain_0
fx,weather/oneshot/rain_1
fx,weather/oneshot/rain_2
fx,weather/oneshot/rain_3
fx,weather/oneshot/rain_4
fx,weather/oneshot/rain_5
fx,weather/oneshot/rain_6
fx,weather/oneshot/rain_7
fx,weather/oneshot/rain_8
fx,weather/oneshot/rain_9
fx,weather/oneshot/rain_drops_fastrope
fx,weather/oneshot/rain_heavy
fx,weather/oneshot/rain_heavy_cloudtype
fx,weather/oneshot/rain_heavy_mist
fx,weather/oneshot/rain_heavy_mist_heli_hack
fx,weather/oneshot/rain_mp_cargoship
fx,weather/oneshot/rain_mp_farm
fx,weather/oneshot/rain_noise
fx,weather/oneshot/rain_noise_ud
fx,weather/oneshot/rain_splash
fx,weather/oneshot/rain_splash_mp_farm
fx,weather/lightning_a
fx,misc/lighthaze
fx,weather/rain_mp_cargoship
fx,weather/lightning_mp_farm
fx,misc/cgoshp_drips
fx,misc/cgoshp_drips_a
fx,ambient_runners/mp_cargoship_rain_noise01
fx,ambient_runners/mp_cargoship_rain_noise02
fx,ambient_runners/mp_cargoship_rain_noise03
fx,ambient_runners/mp_cargoship_rain_noise04
fx,ambient_runners/mp_cargoship_rain_noise05
fx,ambient_runners/mp_cargoship_rain_noise_ud01
fx,ambient_runners/mp_cargoship_rain_noise_ud02
fx,ambient_runners/mp_cargoship_rain_noise_ud03
fx,weather/lightning
fx,weather/lightning_bolt
fx,weather/lightning_bolt_lrg
with the files in this order, fireman_paul got mine working hope this helps
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