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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: rain help please
dunkemdeep
General Member
Since: Jan 20, 2008
Posts: 85
Last: Jul 19, 2008
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Saturday, Jun. 14, 2008 04:00 pm
hello
I have been following the tut made by Alphawolf http://www.modsonline.com/Tutorials-read-477.html
the weather fx I want to us is that from the farm. I have created my fx.gsc which is:

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" );


/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_decay_fx::main();
#/
}

and I have follow his instructions by creating a folder in raw/maps called createfx inwhich I copied and pasted my fx.gsc folder into it and deleted the contents of the file. I then placed the following into that file
main()
{
ent = maps\mp\_utility::createOneshotEffect( "weather/rain_mp_farm" );
ent.v[ "origin" ] = ( 1200, -464, 144 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "weather/rain_mp_farm";
ent.v[ "delay" ] = -1;



}

After which I saved and rebuilt my fast file and moved everything over when updating the zone file, but when I run the map I get the following error

error
script runtime error
{see console for details}
type underfined is not an int

I'm lost with what is wrong please can someone point me in the right direction to solving my problem.
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Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Saturday, Jun. 14, 2008 04:21 pm
There are too many issues with that tutorial and imho it should be removed.....

Try this one, Rays Rain, Thunder and Lightning Tutorial.

This tut covers all 3 elements but if you just want rain you will get it working too by following the tutorial.

Let me know here if it doesnt work for you and I will give you more help.

Ray
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dunkemdeep
General Member
Since: Jan 20, 2008
Posts: 85
Last: Jul 19, 2008
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Saturday, Jun. 14, 2008 04:30 pm
cheers for the fast reply. i will have a go now m8 thanks
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Saturday, Jun. 14, 2008 04:50 pm
Your FX ID is wrong, you defined it as:

level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_farm" );

"rain_heavy_mist"



when below your saying this:

ent.v[ "fxid" ] = "weather/rain_mp_farm";



when it needs to be this:

ent.v[ "fxid" ] = "rain_heavy_mist";


I don't know if thats your only problem but its definitely a start. That tut worked fine for me, but yeah the one your suggesting is pretty good.
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dunkemdeep
General Member
Since: Jan 20, 2008
Posts: 85
Last: Jul 19, 2008
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Saturday, Jun. 14, 2008 06:43 pm
got lost on your tut m8, I got alot of script errors, think it was more me spending too long in one go on the subject and tried using the files I had already created.
So heres what I done:
I deleted all the files I created and followed alphawolfs tut again, but this time I changed the line you said Deek.
this time though when I updated the zone files I only added my maps fx.gsc, ceatefx.gsc and the fx, weather/rain_mp_farm.

now I have the sound of rain and rain on my map (yepeee)

so the question is before I go any further is for the other weather fx like drips and lightning which are in the mp_farm original file do I go to my createfx folder and repeat the following

main()
{
ent = maps\mp\_utility::createOneshotEffect( "rain_heavy_mist" );
ent.v[ "origin" ] = ( -1456.0, 16.0, 176.0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "rain_heavy_mist";
ent.v[ "delay" ] = -1;




}

but change things like "rain_heavy_mist" for say "lightning"
if so do I need to put anything after ent.v{"delay"}=-1; before I start a new line like
ent = maps\mp\_utility::createOneshotEffect( "lightning" );

thanks for both yopur help[biggrin]
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Saturday, Jun. 14, 2008 09:23 pm
Well, since your already loading these FX:

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" );

Then yeah, in the createfx file just like your rain... just give them the same pattern you did for the rain.

For example... The lighting...

level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );

The word in bold here is kinda like your alias, which you can actually name it anything you like, as long as the loadfx and createoneshot match. So when you do your createoneshoteffect... some people do it like this:

ent = maps\mp\_utility::createOneshotEffect( "lighting" );
ent.v[ "origin" ] = ( -1456.0, 16.0, 176.0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "lighting";
ent.v[ "delay" ] = -1;

or like this:

ent = maps\mp\_utility::createOneshotEffect( "weather/lightning_mp_farm" );
ent.v[ "origin" ] = ( -1456.0, 16.0, 176.0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "lighting";
ent.v[ "delay" ] = -1;

it is also possible to add in your sound for the lighting in here as well, to clean up your FX files and what not. I've seen it done like this as well:

ent = maps\mp\_utility::createOneshotEffect( "lighting" );
ent.v[ "origin" ] = ( -1456.0, 16.0, 176.0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "lighting";
ent.v[ "delay" ] = -1;
ent.v[ "soundalias" ] = "lightingSoundAliasHere";

--------------------
Here is what my CreateFX file looks like so you can get an idea of how to set it up.

Code:
main()
{

//Rain
	maps\mp\_fx::loopfx("rain_mp_cargoship", (-184, 5096, 1400), 1);	
	maps\mp\_fx::loopfx("rain_mp_cargoship", (2104, 5176, 1400), 1);	
	maps\mp\_fx::loopfx("rain_mp_cargoship", (2328, 2072, 1400), 1);	
	maps\mp\_fx::loopfx("rain_mp_cargoship", (-424, 1592, 1400), 1);
	maps\mp\_fx::loopfx("rain_mp_cargoship", (2328, -40, 1400), 1);
	maps\mp\_fx::loopfx("rain_mp_cargoship", (-824, 56, 1400), 1);
	maps\mp\_fx::loopfx("rain_mp_cargoship", (-920, -2008, 1400), 1);
	maps\mp\_fx::loopfx("rain_mp_cargoship", (1928, -1848, 1400), 1);

//Lightning
	ent = maps\mp\_utility::createOneshotEffect( "lightning" );
	ent.v[ "origin" ] = ( 480.0, -512.0, 1264.0 );
	ent.v[ "angles" ] = ( 270, 276, 0 );
	ent.v[ "fxid" ] = "lightning";
	ent.v[ "delay" ] = -1;


//Power Towers Red Blink
	ent = maps\mp\_utility::createOneshotEffect( "red_light" );
	ent.v[ "origin" ] = ( -1211.5, 4805, 1961 );
	ent.v[ "angles" ] = ( -270, 0, 0 );
	ent.v[ "fxid" ] = "red_light";
	ent.v[ "delay" ] = -1;

	ent = maps\mp\_utility::createOneshotEffect( "red_light" );
	ent.v[ "origin" ] = ( -1121, 5784, 1825 );
	ent.v[ "angles" ] = ( -270, 0, 0 );
	ent.v[ "fxid" ] = "red_light";
	ent.v[ "delay" ] = -1;


//Telephone Wire Sparks
	ent = maps\mp\_utility::createOneshotEffect( "sparks" );
	ent.v[ "origin" ] = ( -987, 3360.5, 846 );
	ent.v[ "angles" ] = ( -270, 0, 0 );
	ent.v[ "fxid" ] = "sparks";
	ent.v[ "delay" ] = -1;

	ent = maps\mp\_utility::createOneshotEffect( "sparks" );
	ent.v[ "origin" ] = ( 2699, 3179.5, 551 );
	ent.v[ "angles" ] = ( -270, 0, 0 );
	ent.v[ "fxid" ] = "sparks";
	ent.v[ "delay" ] = -1;

//Delay
	maps\mp\_fx::loopfx("powerlines_b", (2699, 3179.5, 551), 18);
	maps\mp\_fx::loopfx("powerlines_b", (-987, 3360.5, 846), 25);

//Chimney Smoke
	ent = maps\mp\_utility::createOneshotEffect( "chimney_smoke" );
	ent.v[ "origin" ] = ( 2724, -561, 958 );
	ent.v[ "angles" ] = ( 270, 300, 0 );
	ent.v[ "fxid" ] = "chimney_smoke";
	ent.v[ "delay" ] = -1;

	ent = maps\mp\_utility::createOneshotEffect( "chimney_smoke" );
	ent.v[ "origin" ] = ( -785, 1573, 863 );
	ent.v[ "angles" ] = ( 270, 300, 0 );
	ent.v[ "fxid" ] = "chimney_smoke";
	ent.v[ "delay" ] = -1;

	ent = maps\mp\_utility::createOneshotEffect( "chimney_smoke" );
	ent.v[ "origin" ] = ( -2290.5, -115.5, 1152 );
	ent.v[ "angles" ] = ( 270, 300, 0 );
	ent.v[ "fxid" ] = "chimney_smoke";
	ent.v[ "delay" ] = -1;

//Fire Place (Jeffs)
	ent = maps\mp\_utility::createOneshotEffect( "fire_sm" );
	ent.v[ "origin" ] = ( 2722, -493, 495 );
	ent.v[ "angles" ] = ( 270, 0, 0 );
	ent.v[ "fxid" ] = "fire_sm";
	ent.v[ "delay" ] = -1;
//	ent.v[ "soundalias" ] = "fire_sm";

	ent = maps\mp\_utility::createOneshotEffect( "fire_light" );
	ent.v[ "origin" ] = ( 2722, -493, 495 );
	ent.v[ "angles" ] = ( 270, 0, 0 );
	ent.v[ "fxid" ] = "fire_light";
	ent.v[ "delay" ] = -1;

//Fire Place (Mine)
	ent = maps\mp\_utility::createOneshotEffect( "fire_sm" );
	ent.v[ "origin" ] = ( -710.5, 1575.5, 189 );
	ent.v[ "angles" ] = ( 270, 0, 0 );
	ent.v[ "fxid" ] = "fire_sm";
	ent.v[ "delay" ] = -1;

	ent = maps\mp\_utility::createOneshotEffect( "fire_light" );
	ent.v[ "origin" ] = ( -732.5, 1565, 189 );
	ent.v[ "angles" ] = ( 270, 0, 0 );
	ent.v[ "fxid" ] = "fire_light";
	ent.v[ "delay" ] = -1;


//Fire Place (Mansion)

	ent = maps\mp\_utility::createOneshotEffect( "fire_sm" );
	ent.v[ "origin" ] = ( -2173, -134.5, 287 );
	ent.v[ "angles" ] = ( 270, 0, 0 );
	ent.v[ "fxid" ] = "fire_sm";
	ent.v[ "delay" ] = -1;

	ent = maps\mp\_utility::createOneshotEffect( "fire_light" );
	ent.v[ "origin" ] = ( -2173, -134.5, 287 );
	ent.v[ "angles" ] = ( 270, 0, 0 );
	ent.v[ "fxid" ] = "fire_light";
	ent.v[ "delay" ] = -1;


}



So as you can see, there are a couple different ways you can call effects, although one way you can give the effect angles and the other you cannot.

So yeah, I think thats what you were asking about...
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dunkemdeep
General Member
Since: Jan 20, 2008
Posts: 85
Last: Jul 19, 2008
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Saturday, Jun. 14, 2008 09:45 pm
thanks very much for your help and time m8 that has made sense and everything is working now.[rocking]
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noobster
General Member
Since: Jun 1, 2008
Posts: 24
Last: Sep 6, 2008
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Monday, Jun. 23, 2008 07:24 pm
Is this also possible with snow? I tried to find the .gsc file from crash_snow but I didn't succeed.

Also, how do you know what coordinates your map exactly are?

Thanks in advance!

Noobster
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