Ok Ive tried 3 of these tuts that are all pretty similer and I cant get any of them to work
I have managed to get the lightning to work and thats about it. This is my code:
mymap_fx
Code:
main()
{
level._effect[ "wood" ] = loadfx( "explosions/grenadeExp_wood" );
level._effect[ "dust" ] = loadfx( "explosions/grenadeExp_dirt_1" );
level._effect[ "brick" ] = loadfx(
"explosions/grenadeExp_concrete_1" );
level._effect[ "coolaidmanbrick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_farm" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
level._effect[ "cgoshp_drips_a" ] = loadfx( "misc/cgoshp_drips_a" );
//ambient runners
level._effect[ "rain_splash_mp_farm" ] = loadfx( "ambient_runners/mp_farm_rain_splash01" );
level._effect[ "water_noise_ud" ] = loadfx( "ambient_runners/mp_farm_water_noise_ud01" );
level._effect[ "water_noise" ] = loadfx( "ambient_runners/mp_farm_water_noise01" );
maps\mp\_fx::loopfx("rain_heavy_mist",(1008, 1952, 3200), 3);
maps\mp\_fx::loopfx("rain_heavy_mist",(1040, 8752, 3200), 3);
maps\mp\_fx::loopfx("lightning",(1008, 1952, 3200), 10);
maps\mp\_fx::loopfx("lightning",(1040, 8752, 3200), 10);
/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_mhz_cem_b_fx::main();
#/
}
mymap create fx
Code:
main()
{
ent = maps\mp\_utility::createOneshotEffect( "water_noise_ud" );
ent.v[ "origin" ] = ( 0, 0, 0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "water_noise_ud";
ent.v[ "delay" ] = -15;
ent = maps\mp\_utility::createOneshotEffect( "water_noise" );
ent.v[ "origin" ] = ( 0, 0, 0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "water_noise";
ent.v[ "delay" ] = -15;
}
zone file
Code:
ignore,code_post_gfx_mp
ignore,common_mp
ignore,localized_code_post_gfx_mp
ignore,localized_common_mp
col_map_mp,maps/mp/mp_mhz_cem_b.d3dbsp
rawfile,maps/mp/mp_mhz_cem_b.gsc
impactfx,mp_mhz_cem_b
sound,common,mp_mhz_cem_b,!all_mp
sound,generic,mp_mhz_cem_b,!all_mp
sound,voiceovers,mp_mhz_cem_b,!all_mp
sound,multiplayer,mp_mhz_cem_b,!all_mp
xmodel,body_mp_usmc_specops
xmodel,head_mp_usmc_tactical_mich_stripes_nomex
xmodel,body_mp_usmc_sniper
xmodel,head_mp_usmc_tactical_baseball_cap
xmodel,body_mp_usmc_recon
xmodel,head_mp_usmc_nomex
xmodel,body_mp_usmc_assault
xmodel,head_mp_usmc_tactical_mich
xmodel,body_mp_usmc_support
xmodel,head_mp_usmc_shaved_head
xmodel,body_mp_arab_regular_cqb
xmodel,head_mp_arab_regular_headwrap
xmodel,viewhands_desert_opfor
xmodel,body_mp_arab_regular_sniper
xmodel,head_mp_arab_regular_sadiq
xmodel,body_mp_arab_regular_engineer
xmodel,head_mp_arab_regular_ski_mask
xmodel,body_mp_arab_regular_assault
xmodel,head_mp_arab_regular_suren
xmodel,body_mp_arab_regular_support
xmodel,head_mp_arab_regular_asad
include,mptypes_woodland
weapon,sp/mp5_silencer
xmodel,viewhands_black_kit
fx,explosions/grenadeexp_dirt
rawfile,maps/mp/mp_mhz_cem_b_fx.gsc
rawfile,maps/createfx/mp_mhz_cem_b_fx.gsc
rawfile,vision/mp_mhz_cem_b.vision
fx,explosions/grenadeexp_dirt
rawfile,maps/mp/mp_mhz_cem_b_fx.gsc
rawfile,maps/createfx/mp_mhz_cem_b_fx.gsc
rawfile,vision/mp_mhz_cem_b.vision
fx,weather/rain_mp_farm
fx,weather/lightning_mp_farm
fx,ambient_runners/mp_cargoship_rain_noise01
fx,ambient_runners/mp_cargoship_rain_noise02
fx,ambient_runners/mp_cargoship_rain_noise03
fx,ambient_runners/mp_cargoship_rain_noise04
fx,ambient_runners/mp_cargoship_rain_noise_ud01
fx,ambient_runners/mp_cargoship_rain_noise_ud02
fx,ambient_runners/mp_cargoship_rain_noise_ud03
fx,ambient_runners/mp_cargoship_rain_noise05
fx,misc/cgoshp_drips
fx,misc/cgoshp_drips_a
fx,ambient_runners/mp_farm_rain_splash01
fx,ambient_runners/mp_farm_water_noise_ud01
fx,ambient_runners/mp_farm_water_noise01
edited on Apr. 5, 2008 10:12 am by 45king