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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: Fire and Sound
TheArmy
General Member
Since: Jun 24, 2006
Posts: 599
Last: Dec 25, 2009
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Level 6
Category: CoD2 Scripting
Posted: Wednesday, Aug. 8, 2007 05:23 am
well grassy that may be very well true however, there is no point to go any further with this unless i can get 1 of these 5 sounds to play at random whenever a player dies and the death must be by fire. trust me if you help me get this to work you will be extremely impressed with my map and its overall effect.
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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: Wednesday, Aug. 8, 2007 06:26 am
Make a trigger_hurt
Give it a damage value of over 100 (this kills the player instantly.
Give it a targetname
Make a script so that when the trigger_hurt is triggered, the sound gets played once.

Read some of the tutorials ("Moving Things!") on how to do this all
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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, Aug. 11, 2007 10:59 pm
This is some code from my fx.gsc file. Can someone explain to me why I need the second set of parenthesis?
maps\mp\_fx::loopfx("halftrack_fire", (0, -736, -16), 1, (0, -736, 0));
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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, Aug. 12, 2007 05:55 am
The second pair of coordinates is used to point the effect.

subtract the first from the second and you'll get the direction

maps\mp\_fx::loopfx("halftrack_fire", (0, -736, -16), 1, (0, -736, 0)

x: 0 - 0 = 0
y -736 - -736 = 0
z 0 - -16 = 16

so the direction is 0,0,16.. or... up.
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MODSonline.com Forums : Call of Duty 2 : CoD2 Scripting

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