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...