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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
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 6, 2008 07:29 pm
im not a good scripter but i found this out through rasta "thanks man yours worked for me "
i down loaded his zip worked the first time like the rain that stops few minutes after you enter the map
i use his firstmap.gsc for the rain
copy this from rasta gsc

main()
{
// preload rain efx
maps\mp\_rain::preload(12);

maps\mp\mp_yourmap_fx::main();
maps\mp\_load::main();

ambientPlay("ambient_farm");

game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";

setdvar( "r_specularcolorscale", "1.85" );

setdvar("compassmaxrange","2100");

// start rain efx
thread maps\mp\_rain::start();

// 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);
}

now copy and paste a fx from cargoship change the name to mp_yourmap_fx.gsc

Quote:
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" );

// rainfx
level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_cargoship" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
level._effect[ "cgoshp_drips" ] = loadfx( "misc/cgoshp_drips" );
level._effect[ "cgoshp_drips_a" ] = loadfx( "misc/cgoshp_drips_a" );
// level._effect[ "rain_noise" ] = loadfx( "weather/rain_noise" );
// level._effect[ "rain_noise_ud" ] = loadfx( "weather/rain_noise_ud" );

level._effect[ "mp_cargoship_rain_noise01" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise01" );
level._effect[ "mp_cargoship_rain_noise02" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise02" );
level._effect[ "mp_cargoship_rain_noise03" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise03" );
level._effect[ "mp_cargoship_rain_noise04" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise04" );
level._effect[ "mp_cargoship_rain_noise05" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise05" );

level._effect[ "mp_cargoship_rain_noise_ud01" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise_ud01" );
level._effect[ "mp_cargoship_rain_noise_ud02" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise_ud02" );
level._effect[ "mp_cargoship_rain_noise_ud03" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise_ud03" );

..........................................................................................
remove this from the fx.gsc

/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_cargoship_fx::main();
#/
add this
..........................................................................................
maps\mp\_fx::loopfx("lightning",(000, 000, 000), 3);

}


this is the script i used
Quote:
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" );

// rainfx
level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_cargoship" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
level._effect[ "cgoshp_drips" ] = loadfx( "misc/cgoshp_drips" );
level._effect[ "cgoshp_drips_a" ] = loadfx( "misc/cgoshp_drips_a" );
// level._effect[ "rain_noise" ] = loadfx( "weather/rain_noise" );
// level._effect[ "rain_noise_ud" ] = loadfx( "weather/rain_noise_ud" );

level._effect[ "mp_cargoship_rain_noise01" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise01" );
level._effect[ "mp_cargoship_rain_noise02" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise02" );
level._effect[ "mp_cargoship_rain_noise03" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise03" );
level._effect[ "mp_cargoship_rain_noise04" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise04" );
level._effect[ "mp_cargoship_rain_noise05" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise05" );

level._effect[ "mp_cargoship_rain_noise_ud01" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise_ud01" );
level._effect[ "mp_cargoship_rain_noise_ud02" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise_ud02" );
level._effect[ "mp_cargoship_rain_noise_ud03" ] = loadfx( "ambient_runners/mp_cargoship_rain_noise_ud03" );

maps\mp\_fx::loopfx("lightning",(-440, 184, 280), 3);
maps\mp\_fx::loopfx("lightning",(-168, 456, 280), 3);


}


ok almost there :
open your map
right click and pick script/origin
hit n raise enitiy box and add this only
key- lightning_mp_farm_a
value- bolt

thats it save and close
compile bsp, reflections, update zone ,build ff, run game,close
update zone build ff,and run game, there you go lightning
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 6, 2008 07:36 pm
PS check cod4 downloads for rasta rain.zip

had to upload it because i can nolonger find his post or link this is what i used good luck
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 6, 2008 07:59 pm
Does this have thunder and lightning,??? i posted a script last nite and it has, Rain/Thuinder & lightning

All this is not realy required:
Code:
// start rain efx
thread maps\mp\_rain::start();

// 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);



you could just add this
Code:

level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_farm" );
        maps\mp\_fx::loopfx("rain_heavy_mist", (2548.0, 2700.0, 1100), 3);
level._effect[ "lightning" ]   = loadfx( "weather/lightning_mp_farm" );   
maps\mp\_fx::loopfx("lightning", (2500.0, 2700.0, 1100), 10);



Just put it above the
Code:



   maps\mp\_load::main();
in your GSC file.

you could check out 2 Rian/Thunder & Lightning scripts here.
http://codjumper.com/forums/viewtopic.php?f=30&t=7121&sid=3a271ad9240730f7cf0e270281902ee8

or here i uploaded them at codutility.com
http://codutility.com/index.php?file=Sections&op=categorie&secid=12


Not saying this version you uploaded dont work as ive not tested it, but i know mine works.



manickiller





edited on Mar. 6, 2008 03:03 pm by manickiller
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 6, 2008 08:19 pm
ive tryed all the scripts that have been posted but no luck till rasta's
there allways something missing ,in the map or bad sintac
errors galore
im blind from scripting hour after hour chasing these scripts
the one i posted is very easy as you just copy and paste stock ,the only thing you need is the rasta scipt i uploaded to downloads this morning
add scipt origins to your map
and maps\mp\_fx::loopfx("y, x, z), repeate); to your map fx
forget createfx in any of your gsc's
or csv files
you run your map then update zone and your good to go
no hasle im a mapper not very good at scripting
Quote:
if you go to cod4/raw/fx folder there is a named gsc's
say" lightning_farm_a use this as key"
inside the name is "bolt "use this as value

in your map right click select script,origin open enity
box
and type these in
that simple im sure that this will work for all efx fx

no one ever posted that
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 6, 2008 08:28 pm
COLMAC

Mine works, as myself and 2 others heped to script my code,and as you can see by my picture mine does work,. well it does for me..

Sometimes people do miss out mina bit of inportand code and it can take ages to get things working on there maps, it took me 2 days to get my rain/thunder & lightning to work, all you have to do with my code is to chance the X.Y,Z 2450,1234,19,:3 to your own map grid locations.

Steve
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 6, 2008 08:54 pm
also how to stop rain in your house's ! easy as adding a fullclip to the ground over tunels and one full clip in the lids of your house's "can be done in your prefabs as you make them ,should be done to all your prefabs you make for downloads" this would help many,many people trying to add scripting weather efx to there maps only to compile and have it in there house's
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 6, 2008 09:08 pm
The problem with doing it that way manickiller is you are spawning the effect in one place, if you have a large or strangely shaped map you can be walking in and out of the rain.. (as i did try it your way too be sure)

i tested my old rain script and it works fine (with a change of efx), there are other ways though.. I been experimenting today and i still believe the original script to be best, so far atleast.
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manickiller
General Member
Since: Sep 10, 2007
Posts: 238
Last: May 30, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 6, 2008 09:44 pm
Rasta writes...
Quote:
The problem with doing it that way manickiller is you are spawning the effect in one place, if you have a large or strangely shaped map you can be walking in and out of the rain.. (as i did try it your way too be sure)

i tested my old rain script and it works fine (with a change of efx), there are other ways though.. I been experimenting today and i still believe the original script to be best, so far atleast.


with mine i spose ya could use it on half a smap if it is a big map, like a forest/rain forests. have it raining there and have a dry part of a map, that'll be cool i think???? not tried any other Rain scripts yet, i need a rest from mapping ,sleep is lacking, i need to get some sleep, will get back to my map maybe this weekend ,and try your Rain script..

My map is a desert map, and as you know deserts lack rain, so i dont need much rain, just a drizzel, so i need to find trhe way to may my rain less.

Steve/Manickiller
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 6, 2008 09:54 pm
this script of rasta's works great for that as it only rains light for first few minutes of your map you should try it for your desert map

my newest problem is lightning strikes but the sound is only ambient lightning ,where would i find the code for the csv to add distant lightning ,and lightning strike to the csv?

i get the error code missing soundalias "elm thunder strike"
and missing sound alias "elm thunder distant"
any ideas ?
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SpeedHighway
General Member
Since: Apr 30, 2005
Posts: 494
Last: Apr 9, 2008
[view latest posts]
Level 5
Category: CoD4 MP Mapping
Posted: Sunday, Mar. 9, 2008 02:08 am
Having the same issue as COLMAC. I did, however, add the thunder files to my soundalias file, but in the fastfile I get this error..
Code:
Fastfile 1 of 2, "mp_cartest": [ver. 5] process...
ERROR: Sound file 'sound/amb_elements/elm_thunder_dist1.wav' not found
ERROR: Sound file 'sound/amb_elements/elm_thunder_dist2.wav' not found
ERROR: Sound file 'sound/amb_elements/elm_thunder_dist3.wav' not found
ERROR: Sound file 'sound/amb_elements/elm_thunder_dist4.wav' not found
ERROR: Sound file 'sound/amb_elements/elm_thunder_strike1.wav' not found
ERROR: Sound file 'sound/amb_elements/elm_thunder_strike2.wav' not found
ERROR: Sound file 'sound/amb_elements/elm_thunder_strike3.wav' not found
ERROR: Sound file 'sound/amb_elements/elm_thunder_strike4.wav' not found
link...compress...save...


And in the game I get errors like this
Code:
Tried to play sound 'amb_elements/elm_thunder_dist4.wav' from alias 'elm_thunder_distant', but it was not successfully loaded.
Tried to play sound 'amb_elements/elm_thunder_strike2.wav' from alias 'elm_thunder_strike', but it was not successfully loaded.


Been working on this all day and I have viewed EVERY post that exists about sounds and the soundalias file. This has never been mentioned.
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