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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: EFX with "script_struc" issue
Captain_Zeep
General Member
Since: Jun 12, 2014
Posts: 8
Last: Jun 8, 2016
[view latest posts]
Level 0
Category: CoD4 MP Mapping
Posted: Wednesday, May. 20, 2015 02:06 pm
Hello all.
I am attempting to add some flies buzzing on my map. I created new looping efx in EffectEd and named it "buzzing_flies"
Created a script_struc in radiant with targetname "flies"
added "fx,misc/buzzing_flies" to my fastfile.
now I know I am supposed to create a (mapname)_fx.gsc but what do I put in it ?
I was shown once before that I need to make a gsc called "mp_flies.gsc" to direct the script to the FX
but cannot remember...none of the tuts show that part
any help would be great

Zeep
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TrikX
General Member
Since: Jul 7, 2012
Posts: 129
Last: Dec 31, 2016
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, May. 21, 2015 02:29 am
Tutorial here

First, you dont need "script_struct", but "script_origin".
Second, you dont need "targetname", just put the coordinates from script_origin to createfx\mapname_fx.gsc file. Just follow the tutorial.
If you still dont understand, i will make a code and explain it for you.
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Captain_Zeep
General Member
Since: Jun 12, 2014
Posts: 8
Last: Jun 8, 2016
[view latest posts]
Level 0
Category: CoD4 MP Mapping
Posted: Thursday, May. 21, 2015 03:44 am
the wrong script node would certainly do it lol
Will try in a while and see how I get on.
PS
the tut link seems dead - "redirect fail" but that might be on MO's side

Thanks

Zeep

If I find the tut can I use the method as before and just use the node over and over again?

edited on May. 21, 2015 03:46 am by Captain_Zeep
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TrikX
General Member
Since: Jul 7, 2012
Posts: 129
Last: Dec 31, 2016
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, May. 21, 2015 05:19 am
For the tut just go on google and search for "CoD4 effect on map". There is one for rain and thunder on codjumper, with everything explained.
Yes, you can use it over and over again, just clone and move the script_origin to the position you want the effect to be, make a new effect section in createfx\mapname_fx.gsc and put those new coordinates in it.
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TrikX
General Member
Since: Jul 7, 2012
Posts: 129
Last: Dec 31, 2016
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, May. 21, 2015 09:10 am
attachment: image(1,058.2Kb)
Ok here, now i have the time so i'll explain.
This is how you make an effect on your map.

This goes to raw/maps/createfx/mp_yourmapname_fx.gsc
(if you don't have it, create it)
Code:
main()
{
	//effect section
	ent = maps\mp\_utility::createOneshotEffect( "buzzing_flies" ); //effect name
	ent.v[ "origin" ] = ( 1184, 2776, 328 ); //effect coordinates (need to be separated with a comma , )
	ent.v[ "angles" ] = ( 270, 0, 0 ); //effect angles
	ent.v[ "fxid" ] = "buzzing_flies"; //effect name
	ent.v[ "delay" ] = -1;
	ent.v[ "soundalias" ] = "buzzing_flies_sound"; ////effect sound name, if you have it in soundaliases, if not delete this line
	
}


Put this to raw/maps/mp/mp_yourmapname_fx.gsc
Code:
main()
{
	level._effect[ "buzzing_flies" ] 				= loadfx( "misc/buzzing_flies" ); //location of your fx file in fx folder

/#

	if ( getdvar( "clientSideEffects" ) != "1" )
		maps\createfx\mp_yourmapname_fx::main();
#/		

}


This line to your mp_mapname.gsc file in raw/maps/mp, in main, just under _load::main()
Code:
maps\mp\mp_yourmapname_fx::main();


On the picture i attached you can see how to do it in map.
Also you need to add those new files to fast file so do this:

fx,misc/buzzing_flies
rawfile,maps/mp/mp_yourmapname_fx.gsc
rawfile,maps/createfx/mp_yourmapname_fx.gsc

Hope it helped.
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Captain_Zeep
General Member
Since: Jun 12, 2014
Posts: 8
Last: Jun 8, 2016
[view latest posts]
Level 0
Category: CoD4 MP Mapping
Posted: Thursday, May. 21, 2015 09:28 am
You Sir... are a good damn star.
Much appreciated.
Not home yet but will tell you how it gets on later.
Zeep
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Captain_Zeep
General Member
Since: Jun 12, 2014
Posts: 8
Last: Jun 8, 2016
[view latest posts]
Level 0
Category: CoD4 MP Mapping
Posted: Friday, May. 22, 2015 01:16 am
OK so I did all you said
create_fx.gsc

main()
{
ent = maps\mp\_utility::createOneshotEffect( "insects_carcass_flies_a" );
ent.v[ "origin" ] = ( 3480, -262, 240 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "insects_carcass_flies_a";
ent.v[ "delay" ] = -1;

ent = maps\mp\_utility::createOneshotEffect( "insects_carcass_flies_a" );
ent.v[ "origin" ] = ( 7318, -1088, 14 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "insects_carcass_flies_a";
ent.v[ "delay" ] = -1;


ent = maps\mp\_utility::createOneshotEffect( "insects_carcass_flies_a" );
ent.v[ "origin" ] = ( 4786, -2518, -70 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "insects_carcass_flies_a";
ent.v[ "delay" ] = -1;

ent = maps\mp\_utility::createOneshotEffect( "insects_carcass_flies_b" );
ent.v[ "origin" ] = ( 1048, -56, 378 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "insects_carcass_flies_b";
ent.v[ "delay" ] = -1;

ent = maps\mp\_utility::createOneshotEffect( "insects_carcass_flies_b" );
ent.v[ "origin" ] = ( 1048, 356, 378 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "insects_carcass_flies_b";
ent.v[ "delay" ] = -1;

ent = maps\mp\_utility::createOneshotEffect( "insects_carcass_flies_a" );
ent.v[ "origin" ] = ( -884, -9442, 14 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "insects_carcass_flies_a";
ent.v[ "delay" ] = -1;

ent = maps\mp\_utility::createOneshotEffect( "insects_carcass_flies_a" );
ent.v[ "origin" ] = ( 1648, -8012, -70 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "insects_carcass_flies_a";
ent.v[ "delay" ] = -1;

ent = maps\mp\_utility::createOneshotEffect( "insects_carcass_flies_a" );
ent.v[ "origin" ] = ( 2954, -10268, 240 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "insects_carcass_flies_a";
ent.v[ "delay" ] = -1;

ent = maps\mp\_utility::createOneshotEffect( "insects_carcass_flies_b" );
ent.v[ "origin" ] = ( 5386, -10474, 378 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "insects_carcass_flies_b";
ent.v[ "delay" ] = -1;

ent = maps\mp\_utility::createOneshotEffect( "insects_carcass_flies_b" );
ent.v[ "origin" ] = ( 5386, -10886, 378 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "insects_carcass_flies_b";
ent.v[ "delay" ] = -1;

}

fx_gsc
main()
{
level._effect["insects_carcass_flies_a"] = loadfx("misc/insects_carcass_flies_a");



if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_103_stony_path_fx::main();


}

gsc
main()
{
maps\mp\mp_103_stony_path_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_103_stony_path");


//setExpFog(500, 3500, .5, 0.5, 0.45, 0);
ambientPlay("amb_chech_night0v2_lr");
//VisionSetNaked( "mp_103_stony_path" );

game["allies"] = "sas";
game["axis"] = "russian";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".1");
setdvar("r_glowbloomintensity1",".1");
setdvar("r_glowskybleedintensity0",".1");
setdvar("compassmaxrange","1500");
}

and updated FF with
fx,misc/insects_carcass_flies_a
fx,misc/insects_carcass_flies_b
rawfile,maps/mp/mp_103_stony_path_fx.gsc
rawfile,maps/createfx/mp_103_stony_path_fx.gsc



still no effects on map (?)

What the hell am I doing wrong lol

Zeep

edited on May. 22, 2015 01:17 am by Captain_Zeep
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TrikX
General Member
Since: Jul 7, 2012
Posts: 129
Last: Dec 31, 2016
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, May. 22, 2015 01:54 am
try also adding maps\createfx\mp_103_stony_path_fx::main(); to main gsc.
I think it should also be there. my bad :D
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IZaRTaX
General Member
Since: Jan 7, 2011
Posts: 28
Last: Jun 26, 2015
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Friday, May. 22, 2015 07:26 pm
Quote:
try also adding maps\createfx\mp_103_stony_path_fx::main(); to main gsc.
I think it should also be there. my bad :D
right :)


in your gsc add this :

main()
{
maps\mp\mp_103_stony_path_fx::main();
maps/createfx/mp_103_stony_path_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_103_stony_path");

edited on May. 22, 2015 07:26 pm by IZaRTaX
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