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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: dust effects
TheArmy
General Member
Since: Jun 24, 2006
Posts: 599
Last: Dec 25, 2009
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Tuesday, Nov. 7, 2006 05:59 pm
I was wondering if someone could tell me how to add a dust blowing effect to my map. The thing is though I only want the effect in a certain part of my map. Can this be done and how?
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Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
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Level 7
Category: CoD2 Scripting
Posted: Tuesday, Nov. 7, 2006 07:06 pm
I suggest taking a look at the mp_matmata_fx.gsc file, I believe dust effects are used in here.
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TheArmy
General Member
Since: Jun 24, 2006
Posts: 599
Last: Dec 25, 2009
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Level 6
Category: CoD2 Scripting
Posted: Tuesday, Nov. 7, 2006 07:10 pm
I dont know where to find that file and even if i did i probably would not know what to do. Can you tell me where to find the file?
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TheArmy
General Member
Since: Jun 24, 2006
Posts: 599
Last: Dec 25, 2009
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Tuesday, Nov. 7, 2006 08:19 pm
I read a post that mentioned to look at the tutorial for adding smoke and fire effects and then to change the effects to dust. I tried it but it didnt work and the tutorial is for a single player map not a multiplayer map. Can someone explain to me how to add dust or follow the tutorial? As you can probably tell I am very bad at scripting so please be as detailed as possible. Thanks.
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Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
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Level 7
Category: CoD2 Scripting
Posted: Tuesday, Nov. 7, 2006 09:54 pm
in iw_07.iwd -> maps -> mp, there is the file mp_matmata_fx.gsc.

The code that creates the dust is

Code:

	//original dust fx DO NOT DELETE
	maps\mp\_fx::loopfx("dust_wind", (2693,5237,-7), 3, (2693,5237,2));
	maps\mp\_fx::loopfx("dust_wind", (2758,6086,-7), 3, (2758,6086,2));
	maps\mp\_fx::loopfx("dust_wind", (3225,5742,-7), 3, (3225,5742,2));
	maps\mp\_fx::loopfx("dust_wind", (3007,7063,11), 3, (3007,7063,21));
	maps\mp\_fx::loopfx("dust_wind", (3700,8032,33), 3, (3700,8032,43));
	maps\mp\_fx::loopfx("dust_wind", (4310,7680,33), 3, (4310,7680,43));
	maps\mp\_fx::loopfx("dust_wind", (4318,6863,9), 3, (4318,6863,19));
	maps\mp\_fx::loopfx("dust_wind", (4323,6232,9), 3, (4323,6232,19));
	maps\mp\_fx::loopfx("dust_wind", (5695,7583,9), 3, (5695,7583,19));
	maps\mp\_fx::loopfx("dust_wind", (5485,6965,9), 3, (5485,6965,19));
	maps\mp\_fx::loopfx("dust_wind", (5387,6282,-54), 3, (5387,6282,-44));
	maps\mp\_fx::loopfx("dust_wind", (4888,5676,9), 3, (4888,5676,19));
	maps\mp\_fx::loopfx("dust_wind", (4878,5168,15), 3, (4878,5168,25));
	maps\mp\_fx::loopfx("dust_wind", (4875,4523,15), 3, (4875,4523,25));
	maps\mp\_fx::loopfx("dust_wind", (6537,6190,-17), 3, (6537,6190,-7));


The co-ordinates int he brackets go in your mapname_fx.gsc file. You should be able to find a tutorial (COD1/UO if not for COD2) which explain fx files in more detail.
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TheArmy
General Member
Since: Jun 24, 2006
Posts: 599
Last: Dec 25, 2009
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Level 6
Category: CoD2 Scripting
Posted: Tuesday, Nov. 7, 2006 09:58 pm
should i copy and paste this code into my fx.gsc file?
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TheArmy
General Member
Since: Jun 24, 2006
Posts: 599
Last: Dec 25, 2009
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Wednesday, Nov. 8, 2006 04:57 am
I thought if i posted my gsc files it might help.

Here is my .gsc file:
main()
{
maps\mp\mp_mirage_er_fx::main();
maps\mp\_load::main();

// setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_mp_mirage_er");

game["allies"] = "british";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "africa";
game["german_soldiertype"] = "africa";

// Set some cvars
setcvar("r_glowbloomintensity0","1");
setcvar("r_glowbloomintensity1","1");
setcvar("r_glowskybleedintensity0",".5");

}

And here is my _fx.gsc:
main()
{
precacheFX();
ambientFX();
level.scr_sound["flak88_explode"] = "flak88_explode";
}

precacheFX()
{

//sd effects

level._effect["flak_explosion"] = loadfx("fx/explosions/flak88_explosion.efx");
level._effect["ground_fire_med"] = loadfx("fx/fire/ground_fire_med.efx");
}

//ambient FX
ambientFX()
{
level._effect["thin_light_smoke_L"] = loadfx ("fx/smoke/thin_light_smoke_L.efx");


level._effect["fogbank_small_duhoc"] = loadfx ("fx/misc/fogbank_small_duhoc.efx");

level._effect["insects_carcass_flies"] = loadfx ("fx/misc/insects_carcass_flies.efx");

level._effect["building_fire_distant"] = loadfx ("fx/fire/building_fire_distant.efx");


}

So let me know and remember I want to control where the dust effect occurs in my map, if thats possible. Thank you.
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Wyatt_Earp
Preferred Member
Since: Jan 20, 2004
Posts: 628
Last: Jun 6, 2008
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Wednesday, Nov. 8, 2006 06:08 am
in specific areas.



Localized =load smoke effects and place them under the ground down deep enough they only show the top of the dust.
Use one line of the effects listed to test in an area to determine the type, or create a test map for the effects.





edited on Nov. 8, 2006 01:09 am by Wyatt_Earp
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TheArmy
General Member
Since: Jun 24, 2006
Posts: 599
Last: Dec 25, 2009
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Wednesday, Nov. 8, 2006 12:07 pm
im sorry that im so bad at this but what do you mean place them under the ground. please if you can be a little more detailed so i can follow better because i am really lost at this. thank you.
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TheArmy
General Member
Since: Jun 24, 2006
Posts: 599
Last: Dec 25, 2009
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Thursday, Nov. 9, 2006 12:40 am
ok i finally got some dust showing up im my map but there is a problem. I typed the coordinate points into my fx.gsc file but it seems that the dust is starting at the first point and just going up. In other words rather than the dust blowing back and forth between the two points it is just starting at the first point and going straight up into the air. Whats the deal?

this is what my fx.gsc file looks like now:

main()
{
precacheFX();
ambientFX();
level.scr_sound["flak88_explode"] = "flak88_explode";
}

precacheFX()
{

level._effect["flak_explosion"] = loadfx("fx/explosions/flak88_explosion.efx");
level._effect["ground_fire_med"] = loadfx("fx/fire/ground_fire_med.efx");
level._effect["dust_wind"] = loadfx ("fx/dust/dust_wind_brown_thick.efx");

}

ambientFX()

{
level._effect["thin_light_smoke_L"] = loadfx ("fx/smoke/thin_light_smoke_L.efx");

level._effect["fogbank_small_duhoc"] = loadfx ("fx/misc/fogbank_small_duhoc.efx");

level._effect["insects_carcass_flies"] = loadfx ("fx/misc/insects_carcass_flies.efx");

level._effect["building_fire_distant"] = loadfx ("fx/fire/building_fire_distant.efx");

maps\mp\_fx::loopfx("dust_wind", (0,3048,224), 3, (88,2096,224));
maps\mp\_fx::loopfx("dust_wind", (-1760,2056,224), 3, (-992,2016,224));
maps\mp\_fx::loopfx("dust_wind", (-1944,1688,224), 3, (-1616,1224,224));
maps\mp\_fx::loopfx("dust_wind", (-960,3120,224), 3, (-200,3600,224));
maps\mp\_fx::loopfx("dust_wind", (-608,2952,224), 3, (400,2944,224));
maps\mp\_fx::loopfx("dust_wind", (872,1584,224), 3, (56,1776,224));


}
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