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Topic: Help using stock waterfall FX |
| iCoDMapping360 |
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General Member Since: Feb 22, 2011 Posts: 87 Last: May 19, 2011 [view latest posts] |
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| DeekCiti |
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General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Wednesday, May. 18, 2011 08:28 pm |
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iCoDMapping360 writes...Quote: mp_yourmapname_fx.gsc
main()
{
fire1 = getent("fire1","targetname");
level._effect[ "fire" ] = loadfx( "misc/waterfall" );
maps\mp\_fx::loopfx("fire", (fire1.origin), 3);
}
put a script origin where your waterfall is with a targetname of
fire1 and there you go
Why not clean up the script so it makes sense? Naming your variables correctly so you aren't confusing other people who come in here to get help on FX. You name everything "fire" but your effect is waterfall. That is very confusing.
EXAMPLE:
Code: main()
{
falls = getent ( "falls1", "targetname" );
level._effect[ "waterfall" ] = loadFx ( "misc/waterfall" );
maps\mp\_fx::loopFx ( "waterfall", ( falls.origin ), 3 );
}
This method may work but it may also cause you some problems later on in your map build. |
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| iCoDMapping360 |
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General Member Since: Feb 22, 2011 Posts: 87 Last: May 19, 2011 [view latest posts] |
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| DeekCiti |
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General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, May. 19, 2011 12:44 am |
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iCoDMapping360 writes...Quote: i find your method too long this is just my simple one
and i tried yours it just kept getting script compile errors
Then you weren't doing it right. It isn't my method. This is how they did it when they made the game. Honestly, it is easier and shorter than your method, once you get the files set up, simple copy and paste. No script origin needed in Radiant either. You don't even need to put a script origin in Radiant, because you can spawn one through script. No compile needed to test the effects, which makes the way your doing it even longer and more complicated.
Like I said, there are many ways to play FX. You can do it any way you want, but try not to confuse others.
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| [DAR]TommyToy1074 |
General Member Since: Apr 24, 2011 Posts: 72 Last: Nov 6, 2011 [view latest posts] |
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| Spik3d |
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General Member Since: Jan 30, 2008 Posts: 130 Last: Feb 19, 2015 [view latest posts] |
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| [DAR]TommyToy1074 |
General Member Since: Apr 24, 2011 Posts: 72 Last: Nov 6, 2011 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, May. 19, 2011 12:52 pm |
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here is a copy of the updated raw/maps/mp/mp_waterfall_fx.gsc:
Code:
main()
{
level._effect[ "waterfall" ] = loadfx( "misc/waterfall_hunted" );
level._effect[ "watersplash" ] = loadfx( "misc/watersplash_large" );
}
here is the updated raw/maps/createfx/mp_waterfall_fx.gsc:
Code:
//_createfx generated. Do not touch!!
main()
{
ent = maps\mp\_utility::createOneshotEffect( "misc/waterfall_hunted" );
ent.v[ "origin" ] = ( 952, 8, 88 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "waterfall";
ent.v[ "delay" ] = -1;
ent.v[ "soundalias" ] = "";
ent = maps\mp\_utility::createOneshotEffect( "misc/watersplash_large" );
ent.v[ "origin" ] = ( 952, 8, 88 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "watersplash";
ent.v[ "delay" ] = -1;
ent.v[ "soundalias" ] = "";
}
Only other thing that I done was added this line to my zone file:
fx,misc/watersplash_large
Any thoughts? |
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| [DAR]TommyToy1074 |
General Member Since: Apr 24, 2011 Posts: 72 Last: Nov 6, 2011 [view latest posts] |
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| DeekCiti |
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General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
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| [DAR]TommyToy1074 |
General Member Since: Apr 24, 2011 Posts: 72 Last: Nov 6, 2011 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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