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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
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Author Topic: simple _fx.gsc file.
WhiZZlE
General Member
Since: Nov 9, 2006
Posts: 59
Last: Jun 28, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 3, 2007 11:12 am
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
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
[view latest posts]
Level 6
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 3, 2007 11:35 am
Does the console return any line numbers pointing to the script error? Does it tell you why it's crashing?
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WhiZZlE
General Member
Since: Nov 9, 2006
Posts: 59
Last: Jun 28, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 3, 2007 11:54 am
Not that I see. I am starting my own server from in-game and it only says script compile error... see console. I don't know where the console is or what it is reffering too. I hit this key ~ and it drops the console down, but it says nothing.
Thanx.
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Andrew_Myers
General Member
Since: May 26, 2006
Posts: 100
Last: Feb 3, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 3, 2007 12:33 pm
press shift and tilde for a more detailed console

[angryalien]

edited on Jan. 3, 2007 07:34 am by Andrew_Myers
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WhiZZlE
General Member
Since: Nov 9, 2006
Posts: 59
Last: Jun 28, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 3, 2007 01:12 pm
Thank you that works, but I don't know what error it is seeing there a quite a few. However I know it's the fx.gsc seeing the map worked before.
Thanx.
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Andrew_Myers
General Member
Since: May 26, 2006
Posts: 100
Last: Feb 3, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 3, 2007 02:16 pm
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]
Level 7
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 3, 2007 05:40 pm
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]
Level 3
Category: CoD2 MP Mapping
Posted: Thursday, Jan. 4, 2007 01:50 am
Thank you. I put that in rmg_genocide_v2_fx.gsc and then I put this in 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");

}

I am still getting compile errors.
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-Ghost-
General Member
Since: Jun 21, 2006
Posts: 36
Last: Oct 31, 2007
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Thursday, Jan. 4, 2007 09:03 am
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
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
[view latest posts]
Level 6
Category: CoD2 MP Mapping
Posted: Thursday, Jan. 4, 2007 09:56 am
"lantern_light" is already defined in the "lanterns()" function in the "_load.gsc" file. This is in "maps\mp" inside "iw_07.iwd".

You don't need to redefine this anywhere, in any script, because it's already there when you call "maps\mp\_load::main();" from your map name's .gsc file.

If you are using the lit lantern prefab, and you compile and test run your map from the GUI compiler, I have found that this will give me an error unless I extract a copy of the "_load.gsc" file and put it in "main\maps\mp" of my COD2 installation.

When you run your map from a normal packed IWD file from the regular "\main" directory, for instance on a test LAN server, you don't have to worry as long as you have "maps\mp\_load::main();" in your map's .gsc file.

Still, you do not need to redefine "lantern_light". Maybe this might help.

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