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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: Thunder/Lightning, rain Sound Problem
manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, May. 5, 2011 02:45 pm
Im working on a new map over the last week, and have decided to put Thunder/Lightning, rain ,but i have a Sound Problem..
There is no sound for Thunder, lightning or raint...lol Im using Cargo ship , here my scripts, can someone help.?

MY GSC FILE:

Quote:

main()
{
maps\mp\_load::main();
maps\mp\_explosive_barrels::main();
ambientPlay("ambient_backlot_ext");

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

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");
level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_farm" );
maps\mp\_fx::loopfx("rain_heavy_mist", (531.5, -411.9, 0.0), 3);
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
maps\mp\_fx::loopfx("lightning", (531.5, -411.9, 0.0), 10);

}



MY FX.gsc File.

Quote:

Code:main()

{
level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_farm" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );

//ambient runners
level._effect[ "water_noise_ud" ] = loadfx( "ambient_runners/mp_farm_water_noise_ud01" );
level._effect[ "water_noise" ] = loadfx( "ambient_runners/mp_farm_water_noise01" );

/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_barrel_fx::main();
maps\mp\_explosive_barrels::main();
#/
}




my other fx file.
Quote:

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

{

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

}



my zone File.

Quote:

ignore code_post_gfx_mp
ignore common_mp
ignore localized_code_post_gfx_mp
ignore localized_common_mp
col_map_mp maps/mp/mp_cavens1.d3dbsp
rawfile maps/mp/mp_cavens1.gsc
impactfx mp_cavens1
sound common mp_cavens1 !all_mp
sound generic mp_cavens1 !all_mp
sound voiceovers mp_cavens1 !all_mp
sound multiplayer mp_cavens1 !all_mp
weapon mp/remington700
weapon mp/brick_blaster
xmodel body_mp_usmc_specops
xmodel head_mp_usmc_tactical_mich_stripes_nomex
xmodel body_mp_usmc_sniper
xmodel head_mp_usmc_tactical_baseball_cap
xmodel body_mp_usmc_recon
xmodel head_mp_usmc_nomex
xmodel body_mp_usmc_assault
xmodel head_mp_usmc_tactical_mich
xmodel body_mp_usmc_support
xmodel head_mp_usmc_shaved_head
xmodel body_mp_arab_regular_cqb
xmodel head_mp_arab_regular_headwrap
xmodel viewhands_desert_opfor
xmodel body_mp_arab_regular_sniper
xmodel head_mp_arab_regular_sadiq
xmodel body_mp_arab_regular_engineer
xmodel head_mp_arab_regular_ski_mask
xmodel body_mp_arab_regular_assault
xmodel head_mp_arab_regular_suren
xmodel body_mp_arab_regular_support
xmodel head_mp_arab_regular_asad
fx fire/firelp_barrel_pm
fx fire/firelp_med_pm_nodistort
fx weather/rain_mp_farm
fx weather/lightning_mp_farm
fx misc/cgoshp_drips
fx misc/cgoshp_drips_a
fx weather/rain_mp_farm
fx weather/lightning_mp_farm
rawfile maps/mp/mp_cavens1_fx.gsc
rawfile maps/createfx/mp_cavens1_fx.gsc
rawfile maps/mp/_explosive_barrels.gsc
prefabs/interactable_objects/prop_barrel_benzin.map
xmodel com_barrel_piece
xmodel com_barrel_piece2
fx props/barrel_ignite
fx props/barrel_fire_top




Should i use something else other than Cargo ship ,if so what.??? and could someone help me with the scripting.?

You can see a preview of the map im working on here.

Manics-Cavens X-Fire
http://www.xfire.com/video/462453/
No sound on the VIDEO, a Xfire problems i have to fix later, and i did'nt do any jumps realy as i wanted to keep video short.lol

Map based on 2 large cavens, not thought of an ending yet, loads of work to do and will take a while to do, this wont be done in 2 weeks like my last map, this will proberly take 1-2 months......

Check my other tread on my other help requests.
Share |
dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Thursday, May. 5, 2011 10:00 pm
You have no soundaliases.csv then ??
Share |
manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, May. 6, 2011 12:31 pm
dundy writes...
Quote:
You have no soundaliases.csv then ??[/quote

ive updated my zonefile, but only getting rain sounds.

Quote:

rawfile,maps/mp/mp_cavens1.gsc
impactfx,mp_cavens1
sound,common,mp_cavens1,!all_mp
sound,generic,mp_cavens1,!all_mp
sound,voiceovers,mp_cavens1,!all_mp
sound,multiplayer,mp_cavens1,!all_mp
weapon,mp/remington700
weapon,mp/brick_blaster
xmodel,body_mp_usmc_specops
xmodel,head_mp_usmc_tactical_mich_stripes_nomex
xmodel,body_mp_usmc_sniper
xmodel,head_mp_usmc_tactical_baseball_cap
xmodel,body_mp_usmc_recon
xmodel,head_mp_usmc_nomex
xmodel,body_mp_usmc_assault
xmodel,head_mp_usmc_tactical_mich
xmodel,body_mp_usmc_support
xmodel,head_mp_usmc_shaved_head
xmodel,body_mp_arab_regular_cqb
xmodel,head_mp_arab_regular_headwrap
xmodel,viewhands_desert_opfor
xmodel,body_mp_arab_regular_sniper
xmodel,head_mp_arab_regular_sadiq
xmodel,body_mp_arab_regular_engineer
xmodel,head_mp_arab_regular_ski_mask
xmodel,body_mp_arab_regular_assault
xmodel,head_mp_arab_regular_suren
xmodel,body_mp_arab_regular_support
xmodel,head_mp_arab_regular_asad
fx,fire/firelp_barrel_pm
fx,fire/firelp_med_pm_nodistort
fx,weather/rain_mp_farm
fx,weather/lightning_mp_farm
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_noise_ud01,,
fx,ambient_runners/mp_cargoship_rain_noise_ud02,,
fx,ambient_runners/mp_cargoship_rain_noise_ud03,,
fx,ambient_runners/mp_cargoship_rain_noise05,,
fx,misc/cgoshp_drips
fx,misc/cgoshp_drips_a
fx,weather/rain_mp_farm
fx,weather/lightning_mp_farm
rawfile,maps/mp/mp_cavens1_fx.gsc
rawfile,maps/createfx/mp_cavens1_fx.gsc
rawfile,maps/mp/_explosive_barrels.gsc
prefabs/interactable_objects/prop_barrel_benzin.map
xmodel,com_barrel_piece
xmodel,com_barrel_piece2
fx,props/barrel_ignite
fx,props/barrel_fire_top




dont know why im not getting sounds for thunder and lightning.? any help here?

Share |
odilasa1
General Member
Since: Nov 7, 2010
Posts: 66
Last: Dec 24, 2011
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Friday, May. 6, 2011 07:01 pm
Sounds (:P) like you're missing the actual files, which should be in:
[root]raw/sounds/amb_elements

Here is a link if you don't have them :D
http://www.mediafire.com/?o03hpre4p8l83le

You could also use: lightning_mp_farm
Anyway good luck.

edited on May. 6, 2011 03:02 pm by odilasa1
Share |
CHS
General Member
Since: May 28, 2010
Posts: 106
Last: Mar 21, 2012
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, May. 6, 2011 10:18 pm
BTW: Noticed your zone file with a lot of character xmodels. Try this one:

include,mptypes_woodland
include,mptypes_desert


Should take care of all the models and variations :) works for me at least
Share |
manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, May. 6, 2011 11:55 pm
odilasa1 writes...
Quote:
Sounds (:P) like you're missing the actual files, which should be in:
[root]raw/sounds/amb_elements

Here is a link if you don't have them :D
http://www.mediafire.com/?o03hpre4p8l83le

You could also use: lightning_mp_farm
Anyway good luck.

edited on May. 6, 2011 03:02 pm by odilasa1


thanks for the files, i looked in my raw/sounds, and it has now amb_elements folder ,so i made one and pasted th efiles in there, i try seeing if it works and let you know.

cheers
Share |
COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Saturday, May. 7, 2011 04:16 pm
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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