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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: Fog and Smoke
XICXAC
General Member
Since: Jun 3, 2007
Posts: 91
Last: Mar 28, 2008
[view latest posts]
Level 3
Category: CoD2 Scripting
Posted: Saturday, Jul. 28, 2007 12:20 pm
The effects ediot don't really make sence to me, i say keep to the fx that came with the game. Place out a script_origin and name it, where you want to have your smoke/fog. Then use like
Code:

main() {
level._effect["buildingfog"] = loadfx("fx/theeffect");
thread fog(); }

fog() {
origin = getent("origin","targetname");
origin = origin getorigin();
loopfx(level._effect["buildingfog"], origin);
}

or something like that
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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: Saturday, Jul. 28, 2007 07:37 pm
ok what do i name the script origin and where does this code go.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 Scripting
Posted: Sunday, Jul. 29, 2007 08:57 am
you give the script_origin a targetname of "origin"
And the code goes in your .gsc file..

However.. as I posted in another post... it's better to just write down the coordinates and use those instead of this way with the script_origin.
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