Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 6 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: Help Adding Fire & Smoke
benty
General Member
Since: Nov 13, 2004
Posts: 41
Last: Oct 23, 2010
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Tuesday, Jul. 18, 2006 06:11 am
need help on Adding Fire & Smoke in my MP map

can n e one help!!!!
Share |
ROTCGuy
General Member
Since: May 30, 2004
Posts: 265
Last: Mar 18, 2009
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Tuesday, Jul. 18, 2006 07:24 am
Well have you read the tutorials. Its called Adding Fire & Smoke in the CoD2 mapping section.
Share |
benty
General Member
Since: Nov 13, 2004
Posts: 41
Last: Oct 23, 2010
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Tuesday, Jul. 18, 2006 07:26 am
yes but that is for SP i need it for MP

edited on Jul. 18, 2006 03:26 am by benty
Share |
Tridon
General Member
Since: Jan 25, 2006
Posts: 232
Last: Nov 28, 2010
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Jul. 18, 2006 07:30 am
http://www.modsonline.com/Tutorials-read-124.html

It works the same for COD2.
Share |
Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Friday, Aug. 4, 2006 03:24 am
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
Share |
veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Friday, Aug. 4, 2006 03:42 am
Marlow writes...
Quote:


I get a scripting error.
Lol call me crazy but i think posting the script error just might help.
Share |
Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Friday, Aug. 4, 2006 03:47 am
Your crazy! OK, I guess I'll post it... I thought you would be able to tell by looking at the gsc... The script works perfectly without the lines the tut says to add, so I figure I just put them in the wrong place.
Share |
veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Friday, Aug. 4, 2006 03:53 am
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] 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);
Share |
Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Friday, Aug. 4, 2006 03:56 am
OK, I'll give that a try.. Isn't there a console command to sent the error to a text file? I would have had to take several screen shots...

Do I not have to tell COD2 where to put the fire? Should I put a brush in the map somewhere? The tut didn't say...
Share |
Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Friday, Aug. 4, 2006 03:58 am
Yeah, that didn't do anything... What is the console comand to send the error to txt, or how can I copy it?

another note.. if I had the script wrong in my fx files, it was only because the tut had it wrong too.. Should I PM the guy who wrote the tut? I copied and pasted it in.

edited on Aug. 4, 2006 12:00 am by Marlow
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty 2 : CoD2 MP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»