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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: rain tutorial
westonegoth
General Member
Since: Mar 27, 2005
Posts: 842
Last: Feb 25, 2008
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 29, 2006 02:32 pm
hi all. i am not a scripter all know how what to do is coppy and paste them so please go easy on me.

first of all i have done what it says in the tutorial i have a folder called mp_Cliff_fx.gsc and a folder called mp_Cliff.gsc, here is what i have in my mp_Cliff_fx.gsc folder:

level.rasta_cod2_rain = loadfx ("fx/misc/rain_light.efx");

is that correct?

also in my mp_Cliff.gsc folder here is what i have in that 1:

main()
{
level thread rasta_cod2_rain();
}

rasta_cod2_rain()

{
zufall = RandomInt(100);

while(1) {


players = getentarray("player", "classname");

if(players.size > 0) {

max_nodes = 20;
max_nodes_per_player = max_nodes/players.size;


for(ii=0;ii
for(i = 0; i < players.size; i++) {

player = players;

if(isAlive(player)) {

x= 350-randomfloat(700);
y= 350-randomfloat(700);

pos = player.origin +(x,y,200) ;
trace = bulletTrace(pos,pos +(0,0,-250), true, undefined);

if(trace["fraction"] != 1) playfx(level.rasta_cod2_rain,trace["position"]);
wait 0.05;

}
}
}
}

wait 0.05;
}
}

but yet still i have no rain in my map[cry]

please help will be really appretiated, i am no good at this stuff and not of it makes sense please help
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 29, 2006 02:39 pm
Right if you are not going to use an external .gsc you need to include all of the basic .gsc information as well

Have a look at the bottom of this thread and you will see an update which may help you
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 29, 2006 02:44 pm
First of all.. don't copy/paste the code, but type it in yourself.. that way you'rte less likely to miss anything.

Second..

All of the code in Rasta's tutorial goes in the same .gsc file (in your case "mp_cliff_rain.gsc").
And then run that .gasc file from your normal .gsc file (maps\mp\mp_cliff_rain::main();)

Also make sure to call your _fx file from your mapname.gsc file in the same way, because else the playfx function won't know what to do with the effect.
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westonegoth
General Member
Since: Mar 27, 2005
Posts: 842
Last: Feb 25, 2008
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 29, 2006 02:51 pm
sry care taker i d onot understand you...

where you say use rasta's tutorial the first 1 he did??

if so i should have 2 .gsc files one called mp_Clidd_rain.gsc and one called mp_cliff.gsc with actors etcetera??

i am confused really badly
[ohwell]

here is the script i am currently using...

main()
{
maps\mp\_load::main();

level.rasta_cod2_rain = loadfx ("fx/misc/rain_light.efx");

//Soldier Settings
game["allies"] = "british";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["british_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";

thread rasta_cod2_rain();
}

rasta_cod2_rain()
{
zufall = RandomInt(100);

while(1)
{
players = getentarray("player", "classname");

if(players.size > 0)
{
max_nodes = 20;
max_nodes_per_player = max_nodes/players.size;

for(ii=0;ii {
for(i = 0; i < players.size; i++)
{
player = players;

if(isAlive(player))
{
x= 350-randomfloat(700);
y= 350-randomfloat(700);

pos = player.origin +(x,y,200) ;
trace = bulletTrace(pos,pos +(0,0,-250), true, undefined);

if(trace["fraction"] != 1) playfx(level.rasta_cod2_rain,trace["position"]);
wait 0.05;
}
}
}
}

wait 0.05;
}
}

do i need to change any thing at all ?
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 29, 2006 02:53 pm
With that script (which you can now call cliff.gsc) all you need is your _fx script and you good to go, so under the line 'maps\mp\_load::main();' add maps\mp\cliff_fx::main();

This will load your efx file.

edited on Apr. 29, 2006 10:54 am by Rasta
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Bodger2
General Member
Since: Sep 4, 2004
Posts: 132
Last: Aug 5, 2006
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 29, 2006 04:16 pm
As far as adding ambient effects like smoke, fire, etc,the old tutorial still stands.I know from your previous posts that you are still in the dark about that.So heres what one looks like,for MP.

level._effect["myfx"] = loadfx("fx/fire/ground_fire_med.efx");
maps\mp\_fx::loopfx("myfx", (-152, 40, 16), 1);

(-152, 40, 16) are the xyz coords in your map.

You can add those to your cliff_fx.gsc script.

For fog,which you asked about in another topic.
setCullFog (0, 16500, 0.7, 0.85, 1.0, 0);
or
setExpFog(0.00025, 0.6484, 0.6484, 0.6015, 0);

The fog line goes in cliff.gsc not cliff_fx.gsc.So pick one of them.
Search for setExpFog or setCullFog to find out what the numbers mean.

Hope that helps you.

When you say actors,do you mean spawnpoints?
Because there are no actors in MP,only spawnpoints.
Actors,or AI's are SP only.
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