Having a little trouble with adding
multiple fx around my map.
I have added one fx in and its working properly so I decided to add in another.
So I added in the second one, compiled, added in the the fx in my .csv, ran around my map but I cannot see the second fx I added. I can hear it...just cant see it.
Heres my main .gsc:
Code:
main()
{
maps\mp\_explosive_barrels::main();
maps\mp\mp_archives_rotate::main();
maps\mp\_load::main();
maps\mp\mp_archives_fx::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_archives");
//setExpFog(500, 2700, .46, 0.49, 0.47, 0);
//setExpFog(0, 7000, 168/255, 158/255, 135/255, 3.0);
ambientPlay("ambient_strike_day");
//VisionSetNaked( "mp_strike" );
game["allies"] = "sas";
game["axis"] = "russian";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";
setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".1");
setdvar("r_glowbloomintensity1",".1");
setdvar("r_glowskybleedintensity0",".1");
setdvar("compassmaxrange","1900");
setdvar( "r_specularcolorscale", "1.86" );
setdvar("compassmaxrange","2000");
}
my raw/maps/mp _fx.gsc:
Code:
main()
{
level._effect[ "firelp_vhc_lrg_pm_farview" ] = loadfx( "fire/firelp_vhc_lrg_pm_farview" );
level._effect[ "fire_paperBurn_large" ] = loadfx( "fire/fire_paperBurn_large" );
/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_archives_fx::main();
#/
}
createfx:
Code:
//_createfx generated. Do not touch!!
main()
{
ent = maps\mp\_utility::createOneshotEffect( "firelp_vhc_lrg_pm_farview" );
ent.v[ "origin" ] = ( 362, -1278, 35 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "firelp_vhc_lrg_pm_farview";
ent.v[ "delay" ] = -15;
ent.v[ "soundalias" ] = "fire_metal_large";
ent = maps\mp\_utility::createOneshotEffect( "fire_paperBurn_large" );
ent.v[ "origin" ] = ( 117, 216, 33 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "fire_paperBurn_large";
ent.v[ "delay" ] = -15;
ent.v[ "soundalias" ] = "fire_metal_large";
}
csv:
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_archives.d3dbsp
rawfile,maps/mp/mp_archives.gsc
impactfx,mp_archives
sound,common,mp_archives,!all_mp
sound,generic,mp_archives,!all_mp
sound,voiceovers,mp_archives,!all_mp
sound,multiplayer,mp_archives,!all_mp
rawfile,maps/mp/mp_farmhouse.gsc
rawfile,maps/mp/mp_farmhouse_fx.gsc
rawfile,maps/createfx/mp_farmhouse_fx.gsc
rawfile,vision/mp_farmhouse.vision
material,compass_map_mp_archives
rawfile,maps/mp/mp_archives_fx.gsc
rawfile,maps/createfx/mp_archives_fx.gsc
rawfile,vision/mp_archives.vision
rawfile,maps/mp/_explosive_barrels.gsc
rawfile,maps/mp/mp_archives_rotate.gsc
xmodel,com_barrel_piece
xmodel,com_barrel_piece2
fx,props/barrel_ignite
fx,props/barrel_fire_top
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
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
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
fx,fire/firelp_vhc_lrg_pm_farview
fx,fire/fire_paperBurn_large