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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
iCoDMapping360
General Member
Since: Feb 22, 2011
Posts: 87
Last: May 19, 2011
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Wednesday, May. 18, 2011 06:10 pm
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
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
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Level 8
Category: CoD4 MP Mapping
Posted: Wednesday, May. 18, 2011 08:28 pm
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
General Member
Since: Feb 22, 2011
Posts: 87
Last: May 19, 2011
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Wednesday, May. 18, 2011 08:30 pm
i find your method too long this is just my simple one
and i tried yours it just kept getting script compile errors
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
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Level 8
Category: CoD4 MP Mapping
Posted: Thursday, May. 19, 2011 12:44 am
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. [wink]
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[DAR]TommyToy1074
General Member
Since: Apr 24, 2011
Posts: 72
Last: Nov 6, 2011
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Level 3
Category: CoD4 MP Mapping
Posted: Thursday, May. 19, 2011 12:26 pm
[banghead]

For some reason after getting the first FX working, now I can't get any other ones to work. All I did was copied the codes and changed the FX names and location of it and added that effect to the zone file, what am I forgetting.
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Spik3d
General Member
Since: Jan 30, 2008
Posts: 130
Last: Feb 19, 2015
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Level 4
Category: CoD4 MP Mapping
Posted: Thursday, May. 19, 2011 12:33 pm
It'd probably help if we could see your updated code to see what you might be forgetting.
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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: Thursday, May. 19, 2011 12:52 pm
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]
Level 3
Category: CoD4 MP Mapping
Posted: Saturday, May. 21, 2011 10:02 pm
Just keeping the post alive until someone can help. Thanks in advance.
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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: Sunday, May. 22, 2011 06:12 am
misc/watersplash_large is not a looping effect. So it happens only once, the map loads, if you aren't there to see it, you won't.

You would have had to edit the effect to make all the pieces of it looping in order to see it ingame.
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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: Monday, May. 23, 2011 06:17 pm
Tried making all lines of the effect looping but still nothing.

Just to double check: have added as above for the new effect, add to my zone file. Anything that I'm missing. First effect still working fine.
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