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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: Raining in room
dixie265
General Member
Since: Feb 15, 2006
Posts: 30
Last: Apr 4, 2007
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Level 2
Category: CoD2 MP Mapping
Posted: Friday, Jun. 23, 2006 06:30 pm
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]
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Friday, Jun. 23, 2006 10:28 pm
pos = player.origin +(x,y,600) ;

This line defines where the efx should start, earlier in the script we already said what the 'pos' (player position) is. Now we are telling the script where the efx is. 600 is the 'Z' coordinate (up and down) you need this number to be just above your tallest building. If your tallest building is '768' units tall, chamge that number to arounf 770 or something. Note that this will make the rain appear lighther to the player.
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Category: CoD2 MP Mapping
Posted: Friday, Jun. 23, 2006 11:04 pm
in the actual rain efx file...add the line

bounce (0,0)

right after life

[angryalien]
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Mystic
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Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Category: CoD2 MP Mapping
Posted: Friday, Jun. 23, 2006 11:10 pm
I may be wrong StrYdeR, but that wont matter if the efx still spawn inside the building? Doesn't this only work when the efx is above a sructual brush?
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Category: CoD2 MP Mapping
Posted: Saturday, Jun. 24, 2006 03:43 am
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]
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dixie265
General Member
Since: Feb 15, 2006
Posts: 30
Last: Apr 4, 2007
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Level 2
Category: CoD2 MP Mapping
Posted: Saturday, Jun. 24, 2006 04:44 am
StrYdeR writes...
Quote:
in the actual rain efx file...add the line

bounce (0,0)

right after life

[angryalien]


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]
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Saturday, Jun. 24, 2006 09:10 am
It not in the script, you need to loate the efx file for the rain and add it to that. Remember to include the modified efx in your .iwd!
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dixie265
General Member
Since: Feb 15, 2006
Posts: 30
Last: Apr 4, 2007
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Level 2
Category: CoD2 MP Mapping
Posted: Saturday, Jun. 24, 2006 10:23 am
Rasta writes...
Quote:
It not in the script, you need to loate the efx file for the rain and add it to that. Remember to include the modified efx in your .iwd!


AHH ok ! Yea i dont think its going to work anyway as if i list the height to 770 the rain stops ? must be right on the limit of the script [ohwell]
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dixie265
General Member
Since: Feb 15, 2006
Posts: 30
Last: Apr 4, 2007
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Saturday, Jun. 24, 2006 12:14 pm
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]
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SeanPirie
General Member
Since: Jun 5, 2005
Posts: 26
Last: Sep 20, 2006
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Level 2
Category: CoD2 MP Mapping
Posted: Friday, Jun. 30, 2006 08:26 am
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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