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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: Help using stock waterfall FX
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Tuesday, May. 17, 2011 05:11 am
Yes, the file extension .efx are the files used here. The game doesn't need to know about the extension, it already understands what you want to do. Also, No, in the zone file you do not need to define the file extension. Just use the line I have up there, it is correct.

As for your error, your fxid is wrong.
You have: ent.v[ "fxid" ] = "waterfall_hunted";
When it should be: ent.v[ "fxid" ] = "waterfall";
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[DAR]TommyToy1074
General Member
Since: Apr 24, 2011
Posts: 72
Last: Nov 6, 2011
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, May. 17, 2011 12:03 pm
I changed the code and now the map compiles fine and will play but there isn't anything happening in the map. Course I'm not sure what the waterfall_hunted was, I just seen it in there and thought it may give me to help with my waterfall. Is there anywhere we can go to see what each efx does.
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Tuesday, May. 17, 2011 02:43 pm
Well ive decided to not bother with Waterfalls and lava, there to much scripting involved and to much messing around and to much errors popping up, my map is just a jump map, but i did want to add some special things, but with all this hassle im not going to bother now.. i keep it just pain and simple, ive having a major head ache as it is with the skybox, * worldspawn settings, my map is dark one minute, then bright tthe next..

Maybe i might do somethink with waterfalls and lava another time when ive looked at other peoples work and have more time to study code aand scripting a bit more...lol
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Tuesday, May. 17, 2011 07:01 pm
[DAR]TommyToy1074 writes...
Quote:
I changed the code and now the map compiles fine and will play but there isn't anything happening in the map. Course I'm not sure what the waterfall_hunted was, I just seen it in there and thought it may give me to help with my waterfall. Is there anywhere we can go to see what each efx does.


Yes, in the mod tools, one of the Aplications is an effects editor. You can look at, create or edit any fx in there.
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[DAR]TommyToy1074
General Member
Since: Apr 24, 2011
Posts: 72
Last: Nov 6, 2011
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, May. 17, 2011 07:35 pm
Ok thanks for telling me where to look at the fx's.

Now I have the codes in and added a script in the map just at the base of my waterfall and just above the water line of the stream that the waterfall dumps into. I took the x,y, and z from that point and added it into the gsc file but when I run the map I get nothing. Any thoughts as to what I could be doing wrong. I haven't changed anything but that one single code from the codes above.
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Tuesday, May. 17, 2011 07:54 pm
[DAR]TommyToy1074 writes...
Quote:
Ok thanks for telling me where to look at the fx's.

Now I have the codes in and added a script in the map just at the base of my waterfall and just above the water line of the stream that the waterfall dumps into. I took the x,y, and z from that point and added it into the gsc file but when I run the map I get nothing. Any thoughts as to what I could be doing wrong. I haven't changed anything but that one single code from the codes above.


I just tested that effect (misc/waterfall_hunted) and it works just fine. I don't know where you went wrong, but somewhere in your work, you've made a mistake.

Post your raw\maps\mp\mp_yourmapname.gsc

Post your zone file.

Post your maps/mp/mp_a_testmap_fx.gsc

Post your maps/createfx/mp_a_testmap_fx.gsc



We can try and find where you went wrong.
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[DAR]TommyToy1074
General Member
Since: Apr 24, 2011
Posts: 72
Last: Nov 6, 2011
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, May. 17, 2011 08:23 pm
Ok, here is the raw\maps\mp\mp_waterfall.gsc:

Code:
main()
{
	maps\mp\mp_waterfall_fx::main();
        maps\createfx\mp_waterfall_fx::main();
	maps\mp\_load::main();
        maps\mp\w_rotate::main();
	maps\mp\w_rotate2::main();
        maps\mp\w_rotate3::main();
        maps\mp\w_rotate4::main();




	game["allies"] = "marines";
	game["axis"] = "opfor";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "desert";
	game["axis_soldiertype"] = "desert";
	
	setdvar( "r_specularcolorscale", "2" );
	
	setdvar("compassmaxrange","2000");
}


here is a copy of my zone file:
ignore code_post_gfx_mp
ignore common_mp
ignore localized_code_post_gfx_mp
ignore localized_common_mp
col_map_mp maps/mp/mp_waterfall.d3dbsp
rawfile maps/mp/mp_waterfall.gsc
impactfx mp_waterfall
sound common mp_waterfall !all_mp
sound generic mp_waterfall !all_mp
sound voiceovers mp_waterfall !all_mp
sound multiplayer mp_waterfall !all_mp
rawfile maps/mp/mp_waterfall.gsc
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
rawfile maps/mp/mp_waterfall_fx.gsc
rawfile maps/createfx/mp_waterfall_fx.gsc
rawfile vision/mp_waterfall.vision
rawfile maps/mp/w_rotate.gsc
rawfile maps/mp/w_rotate2.gsc
rawfile maps/mp/mp_waterfall_platform.gsc
rawfile maps/mp/w_rotate3.gsc
rawfile maps/mp/w_rotate4.gsc
fx misc/waterfall_hunted.efx
rawfile maps/createfx/mp_waterfall_fx.gsc

here is the raw/maps/mp/mp_waterfall_fx.gsc:
Code:
main()
{
  level._effect[ "waterfall" ] = loadfx( "misc/waterfall_hunted" );
}


And here is a the raw/createfx/mp_waterfall_fx.gsc:
Code:
//_createfx generated. Do not touch!!
main()
{
      ent = maps\mp\_utility::createOneshotEffect( "misc/waterfall_hunted" );
      ent.v[ "origin" ] = ( 936, 24, 24 );
      ent.v[ "angles" ] = ( 270, 0, 0 );
      ent.v[ "fxid" ] = "waterfall";
      ent.v[ "delay" ] = -1;
      ent.v[ "soundalias" ] = "";


}
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Tuesday, May. 17, 2011 10:50 pm
You don't need to add the .efx as an extension in the zone file. Would this keep the FX from working? I don't know.

fx,misc/waterfall_hunted.efx

Should look like this:
Code:
fx,misc/waterfall_hunted


Everything else appears to be correct. Do you have Enable Developer and Developer Script checked on your compile tools to check for errors? Are you watching your console to see why the FX doesn't play? Open the console, then press ( SHIFT + ~ ) to get the full console while ingame.






Also, this has nothing to do with your FX but, since you are using Desert Models, all of your Xmodels you are using in your Zone file can be replaced by one Line. Remove all these entries, and replace with this one simple line.




REMOVE:
Code:
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


REPLACE:
Code:
include,mptypes_desert
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[DAR]TommyToy1074
General Member
Since: Apr 24, 2011
Posts: 72
Last: Nov 6, 2011
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, May. 17, 2011 11:22 pm
ok, finally it works, thank you very much. Now can you have different FX starting at the same point? Ex. Say I want two Fx's start at the same place as the waterfall_fx. the 936,24,24. Can you do this.

BTW, all I did was lose the .efx off the zone file and it works fine.
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Tuesday, May. 17, 2011 11:30 pm
[DAR]TommyToy1074 writes...
Quote:
ok, finally it works, thank you very much. Now can you have different FX starting at the same point? Ex. Say I want two Fx's start at the same place as the waterfall_fx. the 936,24,24. Can you do this.

BTW, all I did was lose the .efx off the zone file and it works fine.


Glad you finally got it working. [thumbs_up]

Yes, you can have more than one FX starting at the same, exact position.
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