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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Luramaegan Tutorial
WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Monday, Jul. 3, 2006 03:14 am
Hmmm should still work ok, the only think I notice is your levels are lower than the ones I used in Muntions_Factory.
You have lower min levels and smaller min distance. Try these and see if it's any better.

barrel_exp,,explosions/grenade_explo01.wav,0.8,2,,,800,5200,auto,,,,,,
barrel_fall,,whizbys/whizby15.wav,0.8,2,0.5,0.8,800,2200,auto,,,,,,
barrel_hit,,bodyfalls/bodyfall_metal01.wav,0.8,2,,,800,2000,auto,,,,,,
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Thursday, Jul. 6, 2006 06:33 am
Negative, actually, i found out, by accident the why i can't hear the sounds...and to see lanterns fire display correctly...it is related to my map_fx.gsc . When i deactivate the fx.gsc from my map main.gsc....everything works smoothly...both the lantern fire, and the exploding sounds....
I'll post my fx.gsc here later....
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Jul. 8, 2006 01:51 pm
Ok here goes the fx.gsc

main()
{
level thread precacheFX();
level thread spawnWorldFX();
}

precacheFX()
{
level._effect["flame_med_ground"] = loadfx ("fx/fire/building_fire_small.efx");
level._effect["flame_tank"] = loadfx ("fx/fire/crusader_fire_turret_large.efx");
//level._effect["thin_light_smoke_S"] = loadfx ("fx/smoke/thin_light_smoke_S.efx");
level._effect["lantern_light"] = loadfx ("fx/props/glow_latern.efx");
}

spawnWorldFX()
{
//fire
maps\mp\_fx::loopfx("flame_med_ground", (-1704, 592, 1), 0.1);
maps\mp\_fx::loopfx("flame_med_ground", (-1760, 582, 6), 0.1);
maps\mp\_fx::loopfx("flame_med_ground", (-1816, 592, 4), 0.1);
maps\mp\_fx::loopfx("flame_med_ground", (-1872, 582, 8), 0.1);
maps\mp\_fx::loopfx("flame_med_ground", ( 2104, 392, 440), 0.1);

maps\mp\_fx::loopfx("flame_tank", (-1536, 520, 80), 0.1);

//smoke
//maps\mp\_fx::loopfx("thin_light_smoke_S", (-1704, 592, 46), 0.6);
//maps\mp\_fx::loopfx("thin_light_smoke_S", (-1760, 582, 46), 0.6);
//maps\mp\_fx::loopfx("thin_light_smoke_S", (-1816, 592, 46), 0.6);
//maps\mp\_fx::loopfx("thin_light_smoke_S", (-1872, 582, 46), 0.6);
//maps\mp\_fx::loopfx("thin_light_smoke_S", ( 2104, 392, 480), 0.6);

}

Now can someone tell me what is wrong about the sounds?? Why can't they play correctly?
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Sunday, Jul. 9, 2006 02:27 am
Using "thread" starts a new thread the goes to the next line imediately and executes that line. In this case you want to define and precache the fx files you need to use first.

call the new thread by using it's name only, this will make the script load and wait for that thread to complete before going onto the next line in the script, like so ..........


Quote:
main()
{
precacheFX(); //script waits here until this thread is done with
thread spawnWorldFX();
}

precacheFX()
{
level._effect["flame_med_ground"] = loadfx ("fx/fire/building_fire_small.efx");
level._effect["flame_tank"] = loadfx ("fx/fire/crusader_fire_turret_large.efx");
//level._effect["thin_light_smoke_S"] = loadfx ("fx/smoke/thin_light_smoke_S.efx");
level._effect["lantern_light"] = loadfx ("fx/props/glow_latern.efx");
}

spawnWorldFX()
{
//fire
maps\mp\_fx::loopfx("flame_med_ground", (-1704, 592, 1), 0.1);
maps\mp\_fx::loopfx("flame_med_ground", (-1760, 582, 6), 0.1);
maps\mp\_fx::loopfx("flame_med_ground", (-1816, 592, 4), 0.1);
maps\mp\_fx::loopfx("flame_med_ground", (-1872, 582, 8), 0.1);
maps\mp\_fx::loopfx("flame_med_ground", ( 2104, 392, 440), 0.1);

maps\mp\_fx::loopfx("flame_tank", (-1536, 520, 80), 0.1);

//smoke
//maps\mp\_fx::loopfx("thin_light_smoke_S", (-1704, 592, 46), 0.6);
//maps\mp\_fx::loopfx("thin_light_smoke_S", (-1760, 582, 46), 0.6);
//maps\mp\_fx::loopfx("thin_light_smoke_S", (-1816, 592, 46), 0.6);
//maps\mp\_fx::loopfx("thin_light_smoke_S", (-1872, 582, 46), 0.6);
//maps\mp\_fx::loopfx("thin_light_smoke_S", ( 2104, 392, 480), 0.6);

}


Grassy

As for your sounds, remove any custom weapon or other mods from your game dir and see if your sounds work.
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Jul. 9, 2006 10:07 am
About the fx.gsc file i did the changes you posted...but it's still the same....same error with the lantern efx

About the sound problem i have no mod or custom weapons in my directories...it's a clean installation of cod2 + mod tools (it's the only way i can use the mod tools!!)

Any more sugestions? Any info required?

P.S. - Plz add my contact to your MSN if you use it...maybe it will be easier to explain if we speak in real-time
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bubbazan68
General Member
Since: May 24, 2010
Posts: 62
Last: Oct 3, 2016
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Monday, Mar. 12, 2012 04:42 am
ok i have the script can any one tell me how to make it in the map?
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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: CoDUO Mapping
Posted: Monday, Mar. 12, 2012 09:35 am
This thread sure bring back some old names.. shame they are no longer posting. Anyway, please make a new thread bubbazan68, this one is going on 6 years old now.
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