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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: Setting of fx when using script_exploder
Jsyhitman
General Member
Since: Jun 24, 2005
Posts: 38
Last: Aug 3, 2008
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Saturday, Jun. 21, 2008 10:11 am
Hi,
Just wondering if anyone could help.
I am making an explodable wall using script_brushmodels, script_exploder and a trigger.
That all works fine, however i want to add an FX to be triggered when the wall explodes.
I have spent ages looking over the forum but cant seam to find exactly what i need.
Any help please?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD4 MP Mapping
Posted: Saturday, Jun. 21, 2008 03:46 pm
Have you looked at the exploder tutorial in the CoD1 section?
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Jsyhitman
General Member
Since: Jun 24, 2005
Posts: 38
Last: Aug 3, 2008
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Saturday, Jun. 21, 2008 05:32 pm
Yeah i have,
Quote:
Exploder fx (more eye candy)



--------------------------------------------------------------------------------


Right click in the 2d grid (with nothing selected) and select script --> model. 2 windows will open the file browser and the entity editor. In the case of adding an effect, it is quicker to type in the values than to hunt for the fx model, so simply close the file browser.

In the entity editor enter the following key/value pairs:

script_exploder/11

model/xmodel/fx

script_fxid/breakglass



However the effects don't exist in the xmodels folder and there is an error that cant open /xmodel/Fx
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD4 MP Mapping
Posted: Saturday, Jun. 21, 2008 05:36 pm
That is strange.. because the xmodel 'fx' does exist in the CoD4 xmodel folder.

edit:you can always just add it the old fashioned way, by looking for it in the xmodel folder instead of typing it out in the key/value pair boxes.

edited on Jun. 21, 2008 01:40 pm by The_Caretaker
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Jsyhitman
General Member
Since: Jun 24, 2005
Posts: 38
Last: Aug 3, 2008
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Level 2
Category: CoD4 MP Mapping
Posted: Saturday, Jun. 21, 2008 07:11 pm
I was reading that tut wromg [banghead]
But when compiled in the map you see the large red FX letters. Does that mean it won't work for COD4?
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Saturday, Jun. 21, 2008 07:14 pm
If you see the fx model then it's either not a script_model or there is no script using it.
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Jsyhitman
General Member
Since: Jun 24, 2005
Posts: 38
Last: Aug 3, 2008
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Sunday, Jun. 22, 2008 07:18 am
Sorry to be a pain, but i am no good at scripting, what sort of script would i use?
I would guess that it would have to be related to the script_fxid
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD4 MP Mapping
Posted: Sunday, Jun. 22, 2008 07:38 am
Download the example map which comes with the tutorial (at the bottom). It has the script in it.
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Jsyhitman
General Member
Since: Jun 24, 2005
Posts: 38
Last: Aug 3, 2008
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Sunday, Jun. 22, 2008 12:54 pm
Ok i am getting somewhere with this, but now i get a script error.
Type uderfined is not an int.

The fx entity has the following:
classname/script_model
model/fx
script_exploder/30
script_fxid/wallexplode

This is my mapname.gsc:
main()
{
maps\mp\_load::main();

ambientPlay("ambient_backlot_ext");

game["allies"] = "sas";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");
}

This is my mapname_fx.gsc:

main()
{

level._effect["firelp_med_pm"] = loadfx ("fire/firelp_med_pm_nodistort");
level._effect["firelp_small_pm"] = loadfx ("fire/firelp_small_pm");
level._effect["firelp_small_pm_a"] = loadfx ("fire/firelp_small_pm_a");
level._effect["dust_wind_fast"] = loadfx ("dust/dust_wind_fast");
level._effect["dust_wind_slow"] = loadfx ("dust/dust_wind_slow_yel_loop");
level._effect["dust_wind_spiral"] = loadfx ("dust/dust_spiral_runner");
level._effect["hawk"] = loadfx ("weather/hawk");
level._effect["bird_seagull_flock_large"] = loadfx ("misc/bird_seagull_flock_large");
level._effect["wallexplode"] = loadfx ("explosions\wall_explosion_grnd.efx");

//ambient runners
level._effect[ "mp_overgrown_insects01" ] = loadfx( "ambient_runners/mp_overgrown_insects01" );

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


}


I thought i had derfined the fx, the map run ok, just when you trigger the explosion, console gives that error.
Please help

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Jsyhitman
General Member
Since: Jun 24, 2005
Posts: 38
Last: Aug 3, 2008
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Monday, Jun. 23, 2008 07:36 am
Anyone?
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