Heres a video i made about it. Just so u can get how its used.
edited on Aug. 29, 2013 12:12 am by voidsource
additionally heres the mod:
dropbox link
Backup original files!!!
Place all files in their respective areas.
- Run developer 2
- Logfile 1
- Developer_script 1
- Seta thereisacow 1337 ( just in case ur running a desktop
shortcut )
Run the Mod.
inside the mod folder you will find a .csv that has listed all the FXs from the game,
DO NOT LOAD ALL of the FXs in your missing assets at one time; you will crash your game. Do it in small portions. Like 10 or so fxs at one time. The list is only there so can just copy and paste it into your missing assets.
If you want to see what an FX looks like, open fx editor follow the path from the csv and open that fx...thats the best way to do it.
Once you have loaded up your map follow the videos instructions as to how to use the FXs placer and make sure you SAVE at the end of placing and adjusting your FXs....save it bc it will be recorded in the logfile found inside the Mod folder. Save at the very end right before you quit the game, so that when you go to the logfile all you have to do is scroll to the very bottom and copy the section that kinda looks like this :
Code:
CreateFX entities placed: 19
toggle failed: dvar 'effect_orient' not found.
//_createfx generated. Do not touch!!
[color=blue]main()
{
// CreateFX entities placed: 19
ent = maps\_utility::createOneshotEffect( "amb_dust" );
ent.v[ "origin" ] = ( 638.352, 119.848, 10.5145 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "delay" ] = -15;
ent = maps\_utility::createLoopEffect( "securityCamera_explosion" );
ent.v[ "origin" ] = ( -63.5258, 717.992, 109.591 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "delay" ] = 10;
ent = maps\_utility::createLoopEffect( "firelp_med_pm" );
ent.v[ "origin" ] = ( -747.266, 53.8285, 47.1347 );
ent.v[ "angles" ] = ( 262, 102, 214 );
ent.v[ "delay" ] = 0.5;
ent = maps\_utility::createLoopEffect( "embers_burst_runner" );
ent.v[ "origin" ] = ( -724.124, 23.4783, 111.819 );
ent.v[ "angles" ] = ( 176, 60, 112 );
ent.v[ "delay" ] = 0.75;
ent = maps\_utility::createLoopEffect( "battlefield_smokebank_bog_a" );
ent.v[ "origin" ] = ( 522.594, 108.4, -101 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "delay" ] = 0.5;
ent = maps\_utility::createLoopEffect( "securityCamera_explosion" );
ent.v[ "origin" ] = ( 232.807, -12.8733, 6.28147 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "delay" ] = 5;
ent = maps\_utility::createLoopEffect( "dust_wind_leaves_chernobyl" );
ent.v[ "origin" ] = ( 574.801, -162.067, 8.00001 );
ent.v[ "angles" ] = ( 270, 270, 0 );
ent.v[ "delay" ] = 0.5;
ent = maps\_utility::createLoopEffect( "embers_burst_runner" );
ent.v[ "origin" ] = ( 524.865, 602.995, 47.0636 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "delay" ] = 1.75;
ent = maps\_utility::createLoopEffect( "decompression_exitdoor_dust" );
ent.v[ "origin" ] = ( 520.739, 574.862, 110.148 );
ent.v[ "angles" ] = ( 270, 90, 0 );
ent.v[ "delay" ] = 10;
ent = maps\_utility::createOneshotEffect( "dust_wind_leaves_chernobyl" );
ent.v[ "origin" ] = ( -916.007, 615.563, 50.125 );
ent.v[ "angles" ] = ( 270, 270, 0 );
ent.v[ "delay" ] = -15;
ent = maps\_utility::createOneshotEffect( "flashlight" );
ent.v[ "origin" ] = ( 227.599, 71.1925, 223.542 );
ent.v[ "angles" ] = ( 62, 236, 0 );
ent.v[ "delay" ] = -15;
ent = maps\_utility::createOneshotEffect( "flashlight" );
ent.v[ "origin" ] = ( -623.199, 393.889, 61.125 );
ent.v[ "angles" ] = ( 190, 316, 0 );
ent.v[ "delay" ] = -15;
ent = maps\_utility::createOneshotEffect( "flashlight" );
ent.v[ "origin" ] = ( -621.308, 1104.71, 61.125 );
ent.v[ "angles" ] = ( 344, 220, 0 );
ent.v[ "delay" ] = 5;
ent = maps\_utility::createOneshotEffect( "flashlight" );
ent.v[ "origin" ] = ( -1242.67, 393.932, 60.125 );
ent.v[ "angles" ] = ( 192, 218, 0 );
ent.v[ "delay" ] = -15;
ent = maps\_utility::createOneshotEffect( "flashlight" );
ent.v[ "origin" ] = ( -1240.86, 1059.23, 60.125 );
ent.v[ "angles" ] = ( 200, 128, 0 );
ent.v[ "delay" ] = -15;
ent = maps\_utility::createLoopEffect( "insects_light_flies_a" );
ent.v[ "origin" ] = ( 190.501, 56.2283, 130.268 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "delay" ] = 2;
ent = maps\_utility::createOneshotEffect( "moth_runner" );
ent.v[ "origin" ] = ( -745.572, 60.1109, 74.054 );
ent.v[ "angles" ] = ( 270, 98, 0 );
ent.v[ "delay" ] = -50;
ent = maps\_utility::createLoopEffect( "insects_light_flies" );
ent.v[ "origin" ] = ( -1234.91, 449.205, 76.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "delay" ] = 1;
ent = maps\_utility::createLoopEffect( "insects_light_flies_sml" );
ent.v[ "origin" ] = ( -81.0114, 692.206, 66.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "delay" ] = 0.75;
}[/color]
CreateFX entities placed: 19
]/quit
quitting...
----- CL_Shutdown -----
-----------------------
----- Server Shutdown -----
ShutdownGame:
------------------------------------------------------------
dvar set sv_running 0
dvar set com_timescale 1
---------------------------
Unloaded fastfile stealthy
Unloaded fastfile common
Unloaded fastfile mod
Unloaded fastfile code_post_gfx
IF you already have a thread and fx in there, then just copy the main stuff into your thread, such as:
Code:
ent = maps\_utility::createLoopEffect( "insects_light_flies_sml" );
ent.v[ "origin" ] = ( -81.0114, 692.206, 66.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "delay" ] = 0.75;
Lastly, its been a whole while since ive modded so i might have overlooked or forgotten something, so just adjust accordingly and to your discretion. Enjoy. :)