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Topic: simple _fx.gsc file. |
| WhiZZlE |
General Member Since: Nov 9, 2006 Posts: 59 Last: Jun 28, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Wednesday, Jan. 3, 2007 11:12 am |
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Hi all sorry if this has been covered as I had looked and tried everything.
Here is my rmg_genocide_v2.gsc.
Code :main()
{
maps\mp\_load::main();
maps\mp\rmg_genocide_v2_fx::main();
// set background ambient noise
ambientPlay("ambient_rmg_genocide_v2");
// set nationalities of allies and axis
game["allies"] = "american"; // or british or russian
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
setcvar("r_glowbloomintensity0","1");
setcvar("r_glowbloomintensity1","1");
setcvar("r_glowskybleedintensity0",".25");
}
Here is my rmg_genocide_v2_fx.gsc.
level._effect["smoke"] = loadfx ("fx/smoke/smoke_plumeBG.efx");
maps\mp\_fx::loopfx("smoke", (4163.0, -1219.8, 551.5), 0.7);
level._effect["smoke"] = loadfx ("fx/smoke/smoke_plumeBG.efx");
maps\mp\_fx::loopfx("smoke", (4439.5, -1219.8, 551.5), 0.7);
level._effect["smoke"] = loadfx ("fx/smoke/smoke_plumeBG.efx");
maps\mp\_fx::loopfx("smoke", (4163.0, 841.3, 551.5), 0.7);
level._effect["smoke"] = loadfx ("fx/smoke/smoke_plumeBG.efx");
maps\mp\_fx::loopfx("smoke", (4439.5, 841.3, 551.5), 0.7);
level._effect["dust"] = loadfx ("fx/dust/dust_silo_trail.efx");
maps\mp\_fx::loopfx("dust", (4620.7, -2046.9, 351.9), 0.7);
level._effect["lantern_light"] = loadfx ("fx/props/glow_latern.efx");
maps\mp\_fx::loopfx("lantern_light", (3017.9, -3090.0, 18.1), 0.3);
level._effect["fire"] = loadfx ("fx/fire/flame_small_em.efx");
maps\mp\_fx::loopfx("fire", (3980.0, -1974.0, 53.1), 0.3);
level._effect["smoke2"] = loadfx ("fx/smoke/thin_light_smoke_L.efx");
maps\mp\_fx::loopfx("smoke2", (2909.8, 161.1, 196.5), 0.3);
getent ("fire","targetname") playloopsound ("fire");
getent ("static","targetname") playloopsound ("static");
getent ("train","targetname") playloopsound ("train");
getent ("dogs","targetname") playloopsound ("dogs");
I know the fx.gsc does not look right but I have tried everything and I keep getting script errors. The first make of this map worked, but not w/ Xtreme so we are trying to make a new fx file, but I can't get it to work. I even looked in other mappers files.
Any help would be appreciated .
Thanx. |
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| P.C.Invasion |
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General Member Since: Mar 22, 2005 Posts: 700 Last: Oct 21, 2013 [view latest posts] |
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| WhiZZlE |
General Member Since: Nov 9, 2006 Posts: 59 Last: Jun 28, 2008 [view latest posts] |
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| Andrew_Myers |
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General Member Since: May 26, 2006 Posts: 100 Last: Feb 3, 2008 [view latest posts] |
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| WhiZZlE |
General Member Since: Nov 9, 2006 Posts: 59 Last: Jun 28, 2008 [view latest posts] |
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| Andrew_Myers |
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General Member Since: May 26, 2006 Posts: 100 Last: Feb 3, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Wednesday, Jan. 3, 2007 02:16 pm |
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as far as i know, correct me if im wrong ppl, you only need to declare each fx once
so not....
level._effect["smoke"] = loadfx ("fx/smoke/smoke_plumeBG.efx");
maps\mp\_fx::loopfx("smoke", (4163.0, -1219.8, 551.5), 0.7);
level._effect["smoke"] = loadfx ("fx/smoke/smoke_plumeBG.efx");
maps\mp\_fx::loopfx("smoke", (4439.5, -1219.8, 551.5), 0.7);
level._effect["smoke"] = loadfx ("fx/smoke/smoke_plumeBG.efx");
maps\mp\_fx::loopfx("smoke", (4163.0, 841.3, 551.5), 0.7);
level._effect["smoke"] = loadfx ("fx/smoke/smoke_plumeBG.efx");
maps\mp\_fx::loopfx("smoke", (4439.5, 841.3, 551.5), 0.7);
level._effect["dust"] = loadfx ("fx/dust/dust_silo_trail.efx");
maps\mp\_fx::loopfx("dust", (4620.7, -2046.9, 351.9), 0.7);
level._effect["lantern_light"] = loadfx ("fx/props/glow_latern.efx");
maps\mp\_fx::loopfx("lantern_light", (3017.9, -3090.0, 18.1), 0.3);
level._effect["fire"] = loadfx ("fx/fire/flame_small_em.efx");
maps\mp\_fx::loopfx("fire", (3980.0, -1974.0, 53.1), 0.3);
but...
level._effect["smoke"] = loadfx ("fx/smoke/smoke_plumeBG.efx");
level._effect["dust"] = loadfx ("fx/dust/dust_silo_trail.efx");
evel._effect["lantern_light"] = loadfx ("fx/props/glow_latern.efx");
level._effect["fire"] = loadfx ("fx/fire/flame_small_em.efx");
maps\mp\_fx::loopfx("smoke", (4163.0, -1219.8, 551.5), 0.7);
maps\mp\_fx::loopfx("smoke", (4439.5, -1219.8, 551.5), 0.7);
maps\mp\_fx::loopfx("smoke", (4163.0, 841.3, 551.5), 0.7);
maps\mp\_fx::loopfx("smoke", (4439.5, 841.3, 551.5), 0.7);
maps\mp\_fx::loopfx("dust", (4620.7, -2046.9, 351.9), 0.7);
maps\mp\_fx::loopfx("lantern_light", (3017.9, -3090.0, 18.1), 0.3);
maps\mp\_fx::loopfx("fire", (3980.0, -1974.0, 53.1), 0.3); |
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| Pedro699 |
General Member Since: Jun 19, 2006 Posts: 781 Last: Dec 18, 2010 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Wednesday, Jan. 3, 2007 05:40 pm |
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surely you need to actually be able to call the fx threads:
i.e:
Code:
main()
{
thread precache_fx();
}
precache_fx()
{
level._effect["smoke"] = loadfx ("fx/smoke/smoke_plumeBG.efx");
level._effect["dust"] = loadfx ("fx/dust/dust_silo_trail.efx");
evel._effect["lantern_light"] = loadfx ("fx/props/glow_latern.efx");
level._effect["fire"] = loadfx ("fx/fire/flame_small_em.efx");
thread spawn_fx();
}
spawn_fx()
{
maps\mp\_fx::loopfx("smoke", (4163.0, -1219.8, 551.5), 0.7);
maps\mp\_fx::loopfx("smoke", (4439.5, -1219.8, 551.5), 0.7);
maps\mp\_fx::loopfx("smoke", (4163.0, 841.3, 551.5), 0.7);
maps\mp\_fx::loopfx("smoke", (4439.5, 841.3, 551.5), 0.7);
maps\mp\_fx::loopfx("dust", (4620.7, -2046.9, 351.9), 0.7);
maps\mp\_fx::loopfx("lantern_light", (3017.9, -3090.0, 18.1), 0.3);
maps\mp\_fx::loopfx("fire", (3980.0, -1974.0, 53.1), 0.3);
}
Hope that helps |
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| WhiZZlE |
General Member Since: Nov 9, 2006 Posts: 59 Last: Jun 28, 2008 [view latest posts] |
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| -Ghost- |
General Member Since: Jun 21, 2006 Posts: 36 Last: Oct 31, 2007 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Thursday, Jan. 4, 2007 09:03 am |
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I'm very new to mapping and the pain in the arse scripting but i have been playing around with fire smoke & lights, this is the first fx script i did and it works. just for my sake doesn't the file name have to be mp_etc_etc_fx where
yours says:
rmg_genocide_v2_fx.gsc
mine says:
mp_etc_etc_fx
anyways my script fx:
main()
{
precacheFX();
ambientFX();
}
precacheFX()
{
level._effect["lantern_light"] = loadfx ("fx/props/glow_latern.efx");
level._effect["thin_light_smoke_M"] = loadfx ("fx/smoke/thin_light_smoke_M.efx");
level._effect["flame_small_em"] = loadfx ("fx/fire/flame_small_em.efx");
}
ambientFX()
{
//Lanterns FX
maps\mp\_fx::loopfx("lantern_light",(-1146.2,598.0,123.0),0.3);
//Smoke FX
maps\mp\_fx::loopfx("thin_light_smoke_M",(-1136.0, 872.0, 328.0),6);
//Fire FX
maps\mp\_fx::loopfx("flame_small_em", (-1144.0, 880.0, 88.0),0.6);
}
my gsc script:
main()
{
maps\mp\_load::main();
maps\mp\mp_etc_etc_fx::main();
setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
// set background ambient noise
ambientPlay("ambient_mp_etc_etc");
game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
}
edited on Jan. 4, 2007 04:03 am by -Ghost-
edited on Jan. 4, 2007 04:05 am by -Ghost- |
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| P.C.Invasion |
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General Member Since: Mar 22, 2005 Posts: 700 Last: Oct 21, 2013 [view latest posts] |
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