| Author |
Topic: Help Adding Fire & Smoke |
| benty |
General Member Since: Nov 13, 2004 Posts: 41 Last: Oct 23, 2010 [view latest posts] |
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| ROTCGuy |
General Member Since: May 30, 2004 Posts: 265 Last: Mar 18, 2009 [view latest posts] |
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| benty |
General Member Since: Nov 13, 2004 Posts: 41 Last: Oct 23, 2010 [view latest posts] |
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| Tridon |
General Member Since: Jan 25, 2006 Posts: 232 Last: Nov 28, 2010 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Tuesday, Jul. 18, 2006 07:30 am |
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| Marlow |
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General Member Since: Jun 27, 2006 Posts: 150 Last: Mar 6, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Friday, Aug. 4, 2006 03:24 am |
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OK, so I followed the tut, but it didn't do anything. I created a fire place and added some logs... I also added the commands listed in the tut to my gsc and fx files..
How do you position the fire?
the fx
Code: main()
{
level thread precacheFX();
level thread spawnWorldFX();
}
precacheFX()
{
level._effect["building_fire_med"] = loadfx ("fx/fire/building_fire_med.efx");
level._effect["giant_smoke_plumeBG"] = loadfx ("fx/smoke/smoke_plumeBG.efx");
}
spawnWorldFX()
{
//fire
maps\_fx::loopfx("building_fire_med", (-184, -624, 568), 2);
//smoke
maps\_fx::loopfx("giant_smoke_plumeBG", (-688 ,-720, 912), 0.6);
}
the gsc
Code: #include maps\_utility;
main()
{
maps\mp\_load::main();
maps\mp_gobhouse_fx::main();
level thread weaponrespawner("weapons", 5);
ambientPlay("ambient_mp_gobhouse");
game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
// Set some cvars
setcvar("r_glowbloomintensity0","1");
setcvar("r_glowbloomintensity1","1");
setcvar("r_glowskybleedintensity0",".5");
}
weaponrespawner(targetname, defaultrespawndelay)
{
weapons = getentarray(targetname, "targetname");
if(weapons.size > 0)
{
for(i=0; i < weapons.size; i++)
{
if(!isdefined(weapons[i].script_timescale))
weapons[i].script_timescale = defaultrespawndelay;
// kick off a thread to listen for when the item gets picked up
weapons[i] thread weapon_think(weapons[i].script_timescale);
}
}
}
// self = weapon reference
weapon_think(delaytime)
{
// capture important weapon data first to allow us to respawn them
classname = self.classname;
model = self.model;
count = self.count;
org = self.origin;
angles = self.angles;
targetname = self.targetname;
// Wait till the weapon gets picked up
self waittill("trigger");
// Wait the delay before respawn
wait delaytime;
// respawn the weapon
weapon = spawn(classname, org);
weapon.angles = angles;
weapon.count = count;
weapon setmodel(model);
weapon.script_timescale = delaytime;
weapon.targetname = targetname;
// Kick off a new thread with the new weapon and kill the old one
weapon thread weapon_think(delaytime);
}
I get a scripting error.
edited on Aug. 3, 2006 11:26 pm by Marlow |
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| veef |
General Member Since: Apr 25, 2006 Posts: 1258 Last: Aug 29, 2006 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Friday, Aug. 4, 2006 03:42 am |
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Marlow writes...Quote:
I get a scripting error.
Lol call me crazy but i think posting the script error just might help. |
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| Marlow |
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General Member Since: Jun 27, 2006 Posts: 150 Last: Mar 6, 2008 [view latest posts] |
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| veef |
General Member Since: Apr 25, 2006 Posts: 1258 Last: Aug 29, 2006 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Friday, Aug. 4, 2006 03:53 am |
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Marlow writes...Quote: I thought you would be able to tell by looking at the gsc... Yes but it is much easier if i know where to look ![[wink]](images/BBCode/smilies/wink.gif) but anyway it is because you forgot the mp in your fx
Quote: //fire
maps\_fx::loopfx("building_fire_med", (-184, -624, 568), 2);
//smoke
maps\_fx::loopfx("giant_smoke_plumeBG", (-688 ,-720, 912), 0.6);
should be
Quote: //fire
maps\mp\_fx::loopfx("building_fire_med", (-184, -624, 568), 2);
//smoke
maps\mp\_fx::loopfx("giant_smoke_plumeBG", (-688 ,-720, 912), 0.6); |
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| Marlow |
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General Member Since: Jun 27, 2006 Posts: 150 Last: Mar 6, 2008 [view latest posts] |
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| Marlow |
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General Member Since: Jun 27, 2006 Posts: 150 Last: Mar 6, 2008 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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