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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Can't get rain to work!!!!
dieter~rb
General Member
Since: Dec 23, 2006
Posts: 44
Last: Dec 23, 2006
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Level 2
Category: SoFII Mapping
Posted: Sunday, Sep. 8, 2002 08:12 pm
Well, the topic title says it all  :p
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dieter~rb
General Member
Since: Dec 23, 2006
Posts: 44
Last: Dec 23, 2006
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Level 2
Category: SoFII Mapping
Posted: Monday, Sep. 9, 2002 11:03 am
I've got that document ad I've read it already, but it doesn't really tell me how to place the rain effect in-game, it only tells me how it works and it's command lines.
I've saw an explanation on this forum that says that I've got to place an brush with the "outside" texture on the area that I want it to rain and an "worldeffect_command" to make the actual rain, but my doubt is what "key" and consequent "value" do I have to put?
I've tried using the commands on the document, but I don't know which goes for the key part and which goes for value.
Thanks   ;)
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Tuesday, Sep. 10, 2002 09:14 pm
O.K. this is how I got my rain working in a sample level that i was just learning on.

1. In my skybox I placed an "OUTSIDE" brush the size of the area that I wanted it to rain in.

2. Place a worldeffect_command inside of  the outside brush.

3. I made a trigger_multiple (only once) and targeted it at a script_runner (key: script value: rainscript). That way when the player hits the trigger in the level, the script will run.

4. BSP your level.

5 open BeHaved and write the following script:

set ( /*@SET_TYPES*/ "SET_CONSOLE_COMMAND", "r_we rain init 500" );
set ( /*@SET_TYPES*/ "SET_CONSOLE_COMMAND", "r_we rain height 0.5" );

6. Save your script as rainscript and compile.

7. I compile mine by dragging the rainscript.txt on top of the IBIze.exe in windows. That way the IBI file is in the same directory.

8. Make a folder in your C:\Programfiles\SOF II Double Helix\base\scripts directory with the name of your level for the name of the folder.

9. Place your rainscript.ibi file in the folder you made above.

10. Presto! when you run your level and walk over to where the trigger should be in the map and touch it it should start to rain inside of your OUTSIDE brush.

Hope that helps!!
 :s3:
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dieter~rb
General Member
Since: Dec 23, 2006
Posts: 44
Last: Dec 23, 2006
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Level 2
Category: SoFII Mapping
Posted: Friday, Sep. 13, 2002 09:39 am
It helps, thanks.
Sounds a bit complicated  :p
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Friday, Sep. 13, 2002 06:51 pm
Quote (dieter @ Sep. 13 2002, 04:39 am)
It helps, thanks.
Sounds a bit complicated  :p

There probably are many other ways to do this... but the only way i know to do it is with a simple script which is very EASY to do.

If you make this simple script then you can use it in other levels that you make so you only have to do it (write the actual script which I’ve already provided above... so copy and paste... it does not get much simpler than that.) once. If you like you could set the script to run from your worldspawn so that you do not have to trigger it. If you’re looking at any kind of sof2 level design learn ICARUS (very simple). You can't "run and hide" from scripting... it keeps creeping up on you, and you my friend in time, will eventually succumb to that harsh reality.

I don't know how to set a console command by using key/values in the editor perhaps someone out there would like to share with us how to do this. I know it says in the worldeffect_command it says something like c0  "Command" or something... but what does this really mean and how do you use it??? Arghhh scripting is soooo much easier for me right now than trying to scour the boards for these key/value fields......

:s29:
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dieter~rb
General Member
Since: Dec 23, 2006
Posts: 44
Last: Dec 23, 2006
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Level 2
Category: SoFII Mapping
Posted: Sunday, Sep. 15, 2002 11:42 pm
Yeah, but you just can't use scripts for everything, otherwise you'll just get an unholy mess on your mod
;)
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Monday, Sep. 16, 2002 01:18 am
Quote (dieter @ Sep. 15 2002, 6:42 pm)
Yeah, but you just can't use scripts for everything, otherwise you'll just get an unholy mess on your mod
;)

You are right, a lot things you don't need to script, but i would hardly call my solutions an "unholy mess".... scripting does not get much easier than that.
:s24:
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Monday, Sep. 16, 2002 12:29 pm
O.K. I figured it out... it seems so obvious now... DOH!

All you have to do is make an outside brush, put a worldeffect_command inside of it. The key and values work like this:

Key: "c0" (without quotes)
Value: "rain init 500" (without quotes)

Key: "c1" (without quotes)
Value: "rain height 0.5" (without quotes)

...and so on

:s3:
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dieter~rb
General Member
Since: Dec 23, 2006
Posts: 44
Last: Dec 23, 2006
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Level 2
Category: SoFII Mapping
Posted: Wednesday, Sep. 18, 2002 12:49 pm
Is that easy? :D
Thanks
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Thursday, Sep. 19, 2002 08:34 pm
Your welcome!
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