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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: FX not working...
HarryNutz
General Member
Since: May 6, 2011
Posts: 182
Last: Mar 26, 2012
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, May. 30, 2011 08:44 pm
Ok so I have 3 effectsworking with no problems, but Im trying to add another and it dont work. Are there some fx's that just dont work? I know there was a couple fire fx I couldnt get to work and now I cant seem to get the dust effects I need... tried this one below and also tried sand_aftermath

Maybe someone can see something Im missing...but I dont think there is

Code:
ent = maps\mp\_utility::createOneshotEffect( "dust/sand_pwryard_aftermath");
ent.v[ "origin" ] = ( 530, 1600, -1042 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "sandbox";
ent.v[ "delay" ] = -3;


Code:
level._effect[ "sandbox" ] = loadfx("dust/sand_pwryard_aftermath");


Code:
fx,dust/sand_pwryard_aftermath
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Tuesday, May. 31, 2011 06:55 am
There are two main types of FX: those that play one time and those that are looping.
If your FX is of looping type, then you have to load it using createOneshotEffect. If it's a one time and you want it to play forever, you have to use createLoopEffect.
You can see what type of FX it is by loading it into the EffectsEditor.
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HarryNutz
General Member
Since: May 6, 2011
Posts: 182
Last: Mar 26, 2012
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Tuesday, May. 31, 2011 01:03 pm
I thought an fx was an fx... didnt even know there were 2 types in respect to looping and not. Was wondering why when I played one fx it would keep playing and then some would only play a single time. But now I have a little more knowledge [rocking]

Anyway... now the map wont compile reflections or run because of this error...

playLoopedFx called with repeat <0.001 seconds

Googled it and finding nothing at all on it.
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FAFFER
General Member
Since: May 1, 2005
Posts: 647
Last: Sep 17, 2011
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Tuesday, May. 31, 2011 02:25 pm
"ent.v[ "delay" ] = -3;"

change the minus 3 to a number more than 0.001 seconds.
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HarryNutz
General Member
Since: May 6, 2011
Posts: 182
Last: Mar 26, 2012
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Tuesday, May. 31, 2011 03:21 pm
Thanks that worked... but I seriously need a better understanding of how this stuff works lol. I ended up removing the darned effect because yet again I had an issue with the direction it was playing in...

I was told elsewhere to change each direction for angles to 90 and load into the map to see the effect it had and it worked for my smoke and for my falling leaves because I would load into the map and see the direction had changed... but now this dust/sand will not change direction... I tried 90, 0, 0 then 0, 90, 0 and 0, 0, 90 and it still keeps going in the same default direction.

So not exactly sure where I am failing.. I think Im gonna say the hell with these effects. [banghead]
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FAFFER
General Member
Since: May 1, 2005
Posts: 647
Last: Sep 17, 2011
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Tuesday, May. 31, 2011 03:29 pm
its probably working but hard to see with dust/sand fx.

ent.v[ "angles" ] = ( 270, 0, 0 );

the 3 numbers represent x,y and z. (z being up)

try using a minus value on the x and y for example...

ent.v[ "angles" ] = ( -90, -90, 0 );

ultimately its trial and error and fookin time consuming doing fx! good luck!


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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Thursday, Jun. 2, 2011 07:31 am
Here's a tip: place multiple instances of the FX and make every one of them have different angles. This way you'll save time.
Having only one instance of the FX in the map and recompiling the zone file, then loading the map then doing it all over again until you get it right would take a lot of time.

You can place each instance on top of an existing prop (barrel, crate etc); this way, if you get one right, you'll know which one is it in the _fx.gsc (because of the prop's coordinates)
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