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