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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: How does one change direction of smoke?
tomaz
General Member
Since: Apr 24, 2006
Posts: 134
Last: Nov 8, 2006
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Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Jun. 17, 2006 12:08 pm
I've got a couple of smoke effects in a map. They are working fine and in the correct location however the direction the smoke is drifting could be better. I'd like to 'turn' the smoke effect and have it 'drift' in another direction, how is this accomplished?
thanks,
Tomaz
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 MP Mapping
Posted: Saturday, Jun. 17, 2006 12:12 pm
maps\mp\_fx::loopfx("thin_black_smoke_M", (6754,-2441,405), 0.8, (6754,-2441,505));

in this.. the first set of coordinates is the origin of the effect, the second set is the "direction" origin.

So.. in this case.. the effect will point straight up

origin-direction = 0,0,100..
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tomaz
General Member
Since: Apr 24, 2006
Posts: 134
Last: Nov 8, 2006
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Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Jun. 17, 2006 01:05 pm
Caretaker;
ackd. I've got the equivalent of the first set of numbers (up to the 0.8 part). I understand the concept of the second group of numbers but can you clarify the meaning of the last number.
i.e. I know the 405 is the 'z' or vertical location of the 'base' of my smoke effect in the first group. Is the 505 in the second group the 'z' location of the 'top' of my plume so to speak?
If the last number was 410 would you still get the same effect as it's just indicating a higher spot above the same location?

thanks,
Tomaz
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 MP Mapping
Posted: Saturday, Jun. 17, 2006 01:25 pm
Well.. you could have tried that yourself.

But.. it's just the direction. The size of the effect is in the effect itself.

So 505 should have the same result as 410 and 1505.
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tomaz
General Member
Since: Apr 24, 2006
Posts: 134
Last: Nov 8, 2006
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Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Jun. 17, 2006 02:36 pm
Caretaker;
true, I could have tried it myself but it's actually quicker via this forum as my compile times average 10-15 minutes, LOL!!!
Perhaps my methodology needs tweaking. I make the change in radiant, save it, close out, use the compiler (10-15 mins). Start the game, check it, find errors. Close game, restart Radiant etc. I don't know how some of these mappers find all the time!?!?[wink]
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 MP Mapping
Posted: Saturday, Jun. 17, 2006 02:42 pm
use the quick compile.. check only the bsp box.. the rest is not needed if you just want to test something.
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tomaz
General Member
Since: Apr 24, 2006
Posts: 134
Last: Nov 8, 2006
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Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Jun. 17, 2006 07:14 pm
roger that, thanks.
Tomaz
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cybershot
General Member
Since: Dec 29, 2005
Posts: 944
Last: Mar 4, 2018
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Level 7
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 18, 2006 06:20 am
do you even have to compile when you make a change to the gsc? i would thank that if he was changing the numbers, no compile would be necesary
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Ethnik_Man
General Member
Since: Jul 27, 2005
Posts: 417
Last: Feb 1, 2008
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Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 18, 2006 06:41 am
only changes to ur .map file needs compiling...no need to compile for .gsc[thumbs_up]

[rocking]
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tomaz
General Member
Since: Apr 24, 2006
Posts: 134
Last: Nov 8, 2006
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 18, 2006 01:23 pm
You are right gents, I don't need to compile re: the .gsc but as my maps usually have other problems that require compiling I try to combine everything, LOL.
cheers,
Tomaz[wink]
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