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Topic: EFX with "script_struc" issue |
Captain_Zeep |
General Member Since: Jun 12, 2014 Posts: 8 Last: Jun 8, 2016 [view latest posts] |
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TrikX |
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General Member Since: Jul 7, 2012 Posts: 129 Last: Dec 31, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, May. 21, 2015 09:29 am |
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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] |
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TrikX |
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General Member Since: Jul 7, 2012 Posts: 129 Last: Dec 31, 2016 [view latest posts] |
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TrikX |
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General Member Since: Jul 7, 2012 Posts: 129 Last: Dec 31, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, May. 21, 2015 04:10 pm |
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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] |
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Captain_Zeep |
General Member Since: Jun 12, 2014 Posts: 8 Last: Jun 8, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Friday, May. 22, 2015 08:16 am |
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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 |
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General Member Since: Jul 7, 2012 Posts: 129 Last: Dec 31, 2016 [view latest posts] |
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IZaRTaX |
General Member Since: Jan 7, 2011 Posts: 28 Last: Jun 27, 2015 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Saturday, May. 23, 2015 02:26 am |
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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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