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Topic: Raining in room |
| dixie265 |
General Member Since: Feb 15, 2006 Posts: 30 Last: Apr 4, 2007 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Friday, Jun. 23, 2006 06:30 pm |
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Can someone explain how to adjust the rain in the script?
I have 2 buildings on different sides of a bridge and the ceiling height is 768 of both buildings 1 it rains in the other it dont???
i think this is the part of the rain script to adjust it
x= 350-randomfloat(700);
y= 350-randomfloat(700);
pos = player.origin +( x,y,600) ;
trace = bulletTrace(pos,pos +( 0,0,-150), true, undefined);
but what dose it mean? the rain starts at 600 and it checks -150 for a brush? i dont understand please help ![[confused]](images/BBCode/smilies/confused.gif) |
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| Mystic |
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General Member Since: Apr 10, 2004 Posts: 6147 Last: Apr 15, 2018 [view latest posts] |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Friday, Jun. 23, 2006 11:04 pm |
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in the actual rain efx file...add the line
bounce (0,0)
right after life
![[angryalien]](images/BBCode/smilies/angryalien.gif) |
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| Mystic |
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General Member Since: Apr 10, 2004 Posts: 6147 Last: Apr 15, 2018 [view latest posts] |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Saturday, Jun. 24, 2006 03:43 am |
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true - except that is the beauty of a per instance effect, or localized per player...
if a player is inside a building, and you have the efx spawning on, for instance a height of 2 and a half stories (because everything playable in your map is only 2 stories high, so the play area is 2 stories or less) - then no matter where the player goes, his/her personal little rain cloud would only rain above and in front of them, and should they be in a building that has 2 floors, their rain cloud would be raining on the second floor, but noone (including that player) would see it as they are on the first floor..and the bounce 0,0 command stops it from passing through not just structural, but any textured brush
hmmm
did that rambling make sense?
![[angryalien]](images/BBCode/smilies/angryalien.gif) |
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| dixie265 |
General Member Since: Feb 15, 2006 Posts: 30 Last: Apr 4, 2007 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Saturday, Jun. 24, 2006 04:44 am |
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StrYdeR writes...Quote: in the actual rain efx file...add the line
bounce (0,0)
right after life
![[angryalien]](images/BBCode/smilies/angryalien.gif)
Thanxs guys understand the height now, what is the heaveiest rain ? as my map is a bit high and the rain stops if i got much higher.
also "right after life" ?? wheres that? sorry i am learning
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,600) ;
trace = bulletTrace(pos,pos +(0,0,-150), true, undefined);
if(trace["fraction"] != 1) playfx(level.rasta_cod2_rain,trace["position"]);
wait 0.05; ![[confused]](images/BBCode/smilies/confused.gif) |
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| Mystic |
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General Member Since: Apr 10, 2004 Posts: 6147 Last: Apr 15, 2018 [view latest posts] |
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| dixie265 |
General Member Since: Feb 15, 2006 Posts: 30 Last: Apr 4, 2007 [view latest posts] |
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| dixie265 |
General Member Since: Feb 15, 2006 Posts: 30 Last: Apr 4, 2007 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Saturday, Jun. 24, 2006 12:14 pm |
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Ok , from what i can work out the pos = player.origin +(x,y,600) ; isnt the height above the player??? "or where the player is located at that time" but the height in the map it starts at
I now have it set to 960 as the tallest roof top is 952 what should the trace = bulletTrace(pos,pos +(0,0,-150), true, undefined); be set too ?
If i set it to -1040 i get rain all over map and in rooms if i bring it back to -600 i stop rain in most buildings but some levels get no rain at all??
I put the bounce (0,0) in rain_9.efx but that dont seem to work as i still get rain in some buildings
would be must easier if you did the rain in Rad as in mohaa
![[banghead]](images/BBCode/smilies/banghead.gif) |
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| SeanPirie |
General Member Since: Jun 5, 2005 Posts: 26 Last: Sep 20, 2006 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Friday, Jun. 30, 2006 08:26 am |
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Below is the rain_heavy.efx file that i added bounce 0,0 to...
Now, for some reason when adding it to the map the effect doesnt appear however 'Missing FX' does... and it stops coming into the houses, so obviously it is working but the effect has stopped..
Any suggestions?
Quote: Tail
{
name streaks
flags usePhysics impactKills impactFx useAlpha useRandomAlpha useRandomVelocity absoluteVel
spawnFlags cheapOrgCalc evenDistribution
nonUniformScale 1
count 190
life 1200
bounce (0,0)
delay 0 200
origin -600 -600 0 600 600 0
radius 200
wind 100 75
spawnFrustumCullRadius 100.000000
rgb
{
curve
[
0 0.7529 0.7529 0.7529
1 0.7529 0.7529 0.7529
]
}
rgbRand
{
curve
[
0 1 1 1
1 0 0 0
]
}
alpha
{
curve
[
0 0.505 0.7471 0.5099
0.7471 0.5099 1 0
1 0 3.673e-040 7.351e-040
]
}
alphaRand
{
curve
[
0 0.3218 0.7615 0.3069
0.7615 0.3069 1 0
1 0 3.673e-040 7.351e-040
]
}
size
{
curve
[
0 0.3608 1 0.3671
1 0.3671 2.755e-040 7.352e-040
]
}
sizeRand
{
curve
[
0 1 1 0
1 0 2.755e-040 7.352e-040
]
}
size2
{
curve
[
0 0.75 0.06667 0.75
0.06667 0.75 0.1333 0.75
0.1333 0.75 0.2 0.75
0.2 0.75 0.2667 0.75
0.2667 0.75 0.3333 0.75
0.3333 0.75 0.4 0.75
0.4 0.75 0.4667 0.75
0.4667 0.75 0.5333 0.75
0.5333 0.75 0.6 0.75
0.6 0.75 0.6667 0.75
0.6667 0.75 0.7333 0.75
0.7333 0.75 0.8 0.75
0.8 0.75 0.8667 0.75
0.8667 0.75 0.9333 0.75
0.9333 0.75 1 0.75
1 0.75 1.561e-039 2.572e-038
]
scale 133.3
}
size2Rand
{
curve
[
0 1 1 0
1 0 2.755e-040 7.352e-040
]
}
length
{
curve
[
0 0.75 1 0.75
1 0.75 2.755e-040 7.352e-040
]
scale 100
}
lengthRand
{
curve
[
0 1 1 0
1 0 2.755e-040 7.352e-040
]
}
rotationDelta
{
curve
[
0 0 1 0
1 0 2.755e-040 7.352e-040
]
}
rotationDeltaRand
{
curve
[
0 0 1 0
1 0 2.755e-040 7.352e-040
]
}
velocityX
{
curve
[
0 0 1 0
1 0 2.755e-040 7.352e-040
]
scale 0
}
velocityY
{
curve
[
0 0 1 0
1 0 2.755e-040 7.352e-040
]
scale 0
}
velocityZ
{
curve
[
0 -0.5 1 -0.5
1 -0.5 2.755e-040 7.352e-040
]
scale 3000
}
velocityXRand
{
curve
[
0 0.055 1 0.055
1 0.055 2.755e-040 7.352e-040
]
}
velocityYRand
{
curve
[
0 0.055 1 0.055
1 0.055 2.755e-040 7.352e-040
]
}
velocityZRand
{
curve
[
0 -0.225 1 -0.225
1 -0.225 2.755e-040 7.352e-040
]
}
velocity2X
{
curve
[
0 0 1 0
1 0 2.755e-040 7.352e-040
]
}
velocity2Y
{
curve
[
0 0 1 0
1 0 2.755e-040 7.352e-040
]
}
velocity2Z
{
curve
[
0 0 1 0
1 0 2.755e-040 7.352e-040
]
}
velocity2XRand
{
curve
[
0 0 1 0
1 0 2.755e-040 7.352e-040
]
}
velocity2YRand
{
curve
[
0 0 1 0
1 0 2.755e-040 7.352e-040
]
}
velocity2ZRand
{
curve
[
0 0 1 0
1 0 2.755e-040 7.352e-040
]
}
shaders
[
gfx_rain_drop
]
impactfx
[
/fx/misc/rain_splash
]
}
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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