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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: weather for us dumbies
COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
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Level 7
Category: CoD4 MP Mapping
Posted: Friday, May. 16, 2008 12:27 am
that is the gsc that rasta wrote that you need in maps/mp folder it is in the downloads under cod4 "not under maps or mods it cod4 first one" rastas rain and it has the gsc for the map and a _rain script in the zip
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_ca_garrett
General Member
Since: Aug 2, 2004
Posts: 330
Last: May 16, 2008
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Level 5
Category: CoD4 MP Mapping
Posted: Friday, May. 16, 2008 01:27 am
thanks a bunch! it works, although ingame after i join i keep getting a server message saying it reduced wait time and it keeps scaling down, starting at 0.5 and ending at like 0.008ms
i think that might be something with the rain, causei thought i saw it stop and start when i joined.
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_ca_garrett
General Member
Since: Aug 2, 2004
Posts: 330
Last: May 16, 2008
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Level 5
Category: CoD4 MP Mapping
Posted: Friday, May. 16, 2008 01:43 am
damn edit timer....

anyways here is what im getting in console, and even after it stops counting down there are moments that if im watching carefully, the rain stops for a couple milliseconds and starts again.


edited on May. 15, 2008 09:45 pm by _ca_garrett

k well the link to the image is
http://img254.imageshack.us/img254/15/waitingtimeconsolesj6.jpg

for some reason the thumbnail wont link

edited on May. 15, 2008 09:45 pm by _ca_garrett
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
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Level 7
Category: CoD4 MP Mapping
Posted: Friday, May. 16, 2008 02:37 am
you can put a // in front of the inprint1n(change waiting to " + i);

and // inprintbold(turning off rain now...");
last one to keep raining off
//maps\mp\_rain::stop();
and rain time //thread rain_run();
then there will be no writing on your screen and it will stay raining
play around with different rain some work some dont, test alot "dont have to recompile for your scripts but need to repeate compile reflections" save your maps, gsc, and csv when you get 1 thing to work in a backup folder
better safe right,
good luck


edited on May. 15, 2008 10:50 pm by COLMAC
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_ca_garrett
General Member
Since: Aug 2, 2004
Posts: 330
Last: May 16, 2008
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Level 5
Category: CoD4 MP Mapping
Posted: Friday, May. 16, 2008 02:48 am
what does the "i" stand for?
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chaotica
General Member
Since: Aug 29, 2005
Posts: 344
Last: Jul 9, 2009
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Level 5
Category: CoD4 MP Mapping
Posted: Friday, May. 16, 2008 12:15 pm
I don't know what the "i" means, but I do know that you don't need the following in the mp_mymapname.gsc if you want to let it rain instandly! :
Code:
	// start rain runtime function (optional)
	thread rain_runtime();

}


rain_runtime()
{

	maps\mp\_rain::time(0.01);

	wait(10);

	for (i=0.05; i<1.1; i+=0.2)
	{
		i = int(100*i)/100;
		iprintln("Change waiting time to " + i);
		maps\mp\_rain::time(i);
		wait(1);
	}

	for (i=1.1; i>0.01; i-=0.1)
	{
		i = int(100*i)/100;
		iprintln("Change waiting time to " + i);
		maps\mp\_rain::time(i);
		wait(1);
	}

	wait(10);

	iprintlnbold("Turning off rain now...");
	maps\mp\_rain::stop();

}

Just remove it like i did and it should be fine :)
Also you are adding a map into the raw/fx/weather folder, called "oneshot" .. you don't need this one either!
You can delete the "oneshot" folder because those fx files in the "oneshot" folder, are copied from the raw/fx/weather folder.. (you can look it up yourself..)
The only thing you need to change in the _rain.gsc is all these lines:
Code:
	level._effect["rain_effect"][0] = "weather/oneshot/rain_0";
	level._effect["rain_effect"][1] = "weather/oneshot/rain_1";
	level._effect["rain_effect"][2] = "weather/oneshot/rain_2";
	level._effect["rain_effect"][3] = "weather/oneshot/rain_3";
	level._effect["rain_effect"][4] = "weather/oneshot/rain_4";
	level._effect["rain_effect"][5] = "weather/oneshot/rain_5";
	level._effect["rain_effect"][6] = "weather/oneshot/rain_6";
	level._effect["rain_effect"][7] = "weather/oneshot/rain_7";
	level._effect["rain_effect"][8] = "weather/oneshot/rain_8";
	level._effect["rain_effect"][9] = "weather/oneshot/rain_9";
	level._effect["rain_effect"][10] = "weather/oneshot/rain_drops_fastrope";
	level._effect["rain_effect"][11] = "weather/oneshot/rain_heavy";
	level._effect["rain_effect"][12] = "weather/oneshot/rain_heavy_cloudtype";
	level._effect["rain_effect"][13] = "weather/oneshot/rain_heavy_mist";
	level._effect["rain_effect"][14] = "weather/oneshot/rain_heavy_mist_heli_hack";
	level._effect["rain_effect"][15] = "weather/oneshot/rain_mp_cargoship";
	level._effect["rain_effect"][16] = "weather/oneshot/rain_mp_farm";
	level._effect["rain_effect"][17] = "weather/oneshot/rain_noise";
	level._effect["rain_effect"][18] = "weather/oneshot/rain_noise_ud";
	level._effect["rain_effect"][19] = "weather/oneshot/rain_splash";
	level._effect["rain_effect"][20] = "weather/oneshot/rain_splash_mp_farm";
	level._effect["rain_effect"][21] = "weather/oneshot/snow_light";
	level._effect["rain_effect"][22] = "weather/oneshot/snow_light_mp_bloc";
	level._effect["rain_effect"][23] = "weather/oneshot/snow_wind";
	level._effect["rain_effect"][24] = "weather/lightning_a";

to
Code:
	level._effect["rain_effect"][0] = "weather/rain_0";
	level._effect["rain_effect"][1] = "weather/rain_1";
	level._effect["rain_effect"][2] = "weather/rain_2";
	level._effect["rain_effect"][3] = "weather/rain_3";
	level._effect["rain_effect"][4] = "weather/rain_4";
	level._effect["rain_effect"][5] = "weather/rain_5";
	level._effect["rain_effect"][6] = "weather/rain_6";
	level._effect["rain_effect"][7] = "weather/rain_7";
	level._effect["rain_effect"][8] = "weather/rain_8";
	level._effect["rain_effect"][9] = "weather/rain_9";
	level._effect["rain_effect"][10] = "weather/rain_drops_fastrope";
	level._effect["rain_effect"][11] = "weather/rain_heavy";
	level._effect["rain_effect"][12] = "weather/rain_heavy_cloudtype";
	level._effect["rain_effect"][13] = "weather/rain_heavy_mist";
	level._effect["rain_effect"][14] = "weather/rain_heavy_mist_heli_hack";
	level._effect["rain_effect"][15] = "weather/rain_mp_cargoship";
	level._effect["rain_effect"][16] = "weather/rain_mp_farm";
	level._effect["rain_effect"][17] = "weather/rain_noise";
	level._effect["rain_effect"][18] = "weather/rain_noise_ud";
	level._effect["rain_effect"][19] = "weather/rain_splash";
	level._effect["rain_effect"][20] = "weather/rain_splash_mp_farm";
	level._effect["rain_effect"][21] = "weather/snow_light";
	level._effect["rain_effect"][22] = "weather/snow_light_mp_bloc";
	level._effect["rain_effect"][23] = "weather/snow_wind";
	level._effect["rain_effect"][24] = "weather/lightning_a";

The only thing I've done is deleted the "oneshot" folder, and because I deleted it, I also had to rename the paths to the "oneshot" folder.. So if you look, the only thing I deleted from the script is the "oneshot/"
Not that it matters, really.. But I just wanted to point out the fact :)

edited on May. 16, 2008 08:16 am by chaotica
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