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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Effects help
ROTCGuy
General Member
Since: May 30, 2004
Posts: 265
Last: Mar 18, 2009
[view latest posts]
Level 5
Category: CoDWW MP Mapping
Posted: Monday, Nov. 24, 2008 05:13 am
So I'm trying to figure out how to put effects into my map and I cant quite figure it out.

I've taken a look at the _fx.gsc's and they all just load the effect, at least thats what I think is going on. Back when I mapped for CoD2 you had to put in an origin location in the .gsc as to where the effect should go.

Also, when I do put an effect in do the names need to be placed in an csv file at all?
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Monday, Nov. 24, 2008 10:07 am
* Create a GSC filE, fill it with the text below. Note that this is for MP and single player is slightly different.

Code:

#include maps\mp\_utility;

main()
{
        precacheFX();
        spawnFX();
}

precacheFX()
{
        level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium");
}

spawnFX()
{
        ent = maps\mp\_utility::createOneshotEffect( "mp_fire_medium" );
        ent.v[ "origin" ] = ( 0, 0, 0 );
        ent.v[ "angles" ] = ( 270, 0, 0 );  
        ent.v[ "fxid" ] = "mp_fire_medium";
        ent.v[ "delay" ] = -15;
}

2. Save the file as mp_yourmapname_fx.gsc in the same directory as your main script file.

3. Add the below line to your mp_yourmapname.gsc right under "maps\mp\_load::main();".

maps\mp\mp_yourmapname_fx::main();

4. Update your zone file with "rawfile,maps\mp\mp_yourmapname_fx.gsc" if it is missing.

Description of your FX GSC

1. Your main function.

Code:
main()
{
        precacheFX();
        spawnFX();
}


* This can do everything if you want but for organization purposes it is advised you have at least these two functions to separate the steps.

2. precacheFX() function
Code:

precacheFX()
{
        level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium");
}


* level._effect["mp_fire_medium"] is the name "mp_fire_medium" that will be referenced by all your scripts, this can be anything.
* loadfx("maps/mp_maps/fx_mp_fire_medium") is the path to the tagged FX, notice that there is no extension on the end of the path.

3. spawnFX() function

Code:
spawnFX()
{
        ent = maps\mp\_utility::createOneshotEffect( "mp_fire_medium" );
        ent.v[ "origin" ] = ( 0, 0, 0 );
        ent.v[ "angles" ] = ( 270, 0, 0 );  
        ent.v[ "fxid" ] = "mp_fire_medium";
        ent.v[ "delay" ] = -15;
}


* ent = maps\mp\_utility::createOneshotEffect( "mp_fire_medium" );

This calls what FX you want to play.
* ent.v[ "origin" ] = ( 0, 0, 0 );
Where the FX will be located in X, Y, Z coordinates.
* ent.v[ "angles" ] = ( 270, 0, 0 );
This is how the FX will be oriented by rotating the X, Y, Z.
* ent.v[ "fxid" ] = "mp_fire_medium";
The name of the FX should be the same as the first line.
* ent.v[ "delay" ] = -15;
This is the repeat rate.
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BlackJack_Jonny
General Member
Since: Nov 22, 2008
Posts: 237
Last: Dec 3, 2012
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Monday, Nov. 24, 2008 02:19 pm
hi Rasta

i followed that to the letter , i used the wiki tut and this one but it doesnt spawn any fx in my map !

all the paths to the fx are correct , my log file show's that it did pre-cache and load the fx but still nothing

heres my _fx gsc. contents

Quote:
#include maps\mp\_utility;

main()
{
precacheFX();
spawnFX();
}

precacheFX()
{
level._effect["mp_fire_medium"] = loadfx("fx_mp_fire_medium");
}

spawnFX()
{
ent = maps\mp\_utility::createOneshotEffect( "mp_fire_medium" );
ent.v[ "origin" ] = ( -2448, 152, 32 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "mp_fire_medium";
ent.v[ "delay" ] = -15;
}


added this line to .gsc

Quote:
maps\mp\mp_yourmapname_fx::main();


and these 2 lines to my .csv

Quote:

rawfile,maps\mp\mp_yourmapname_fx.gsc
fx,maps/mp_maps/fx_fire_medium


that all seems correct to me but still nothing , ive tried different fx with no joy , i cant understand it and its annoying me lol

im making an MP map

any help would be much apreciated [thumbs_up]
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ROTCGuy
General Member
Since: May 30, 2004
Posts: 265
Last: Mar 18, 2009
[view latest posts]
Level 5
Category: CoDWW MP Mapping
Posted: Monday, Nov. 24, 2008 06:03 pm
Yeah I added the code to the different .gsc's and the .csv but still no effect is being displayed. I can run the map and I don't get script errors but the effect just isnt loading. This is a MP map also.

here is my mp_poop.gsc
Quote:
main()
{

maps\mp\mp_poop_fx::main();
maps\mp\_load::main();


// If the team nationalites change in this file,
// you must update the team nationality in the level's csc file as well!
game["allies"] = "marines";
game["axis"] = "japanese";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "pacific";
game["axis_soldiertype"] = "pacific";

}


mp_poop_fx.gsc
Quote:
#include maps\mp\_utility;

main()
{
precacheFX();
spawnFX();
}

precacheFX()
{
level._effect["mp_fire_small"] = loadfx("maps/mp_maps/fx_mp_fire_small");
}

spawnFX()
{
/*
if (( getdvar( "createfx" ) != "" ))
{
maps\mp\createfx\mp_poop_fx::main();
}*/


ent = maps\mp\_utility::createOneshotEffect( "mp_fire_small" );
ent.v[ "origin" ] = ( 121, -13, 62 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "mp_fire_small";
ent.v[ "delay" ] = -15;
}


mp_poop.csv
Quote:
// NOTE: If you add a comment, put a space after the double forward slash or you will get issues,, col_map_mp,maps/mp/mp_poop.d3dbsp,, ,,, rawfile,maps/mp/mp_poop.gsc,, rawfile,maps/mp/mp_poop_fx.gsc,, //rawfile,maps/mp/createfx/mp_poop_fx.gsc,, ,,, impactfx,mp_poop,mp_poop,!all_mp ,,, sound,common,mp_poop,!all_mp sound,generic,mp_poop,!all_mp sound,voiceovers,mp_poop,!all_mp sound,multiplayer,, ,,, character,char_usa_raider_player_rifle,, character,char_usa_raider_player_cqb,, character,char_usa_raider_player_assault,, character,char_usa_raider_player_lmg,, character,char_usa_raider_player_smg,, character,char_jap_impinf_player_smg,, character,char_jap_impinf_player_rifle,, character,char_jap_impinf_player_lmg,, character,char_jap_impinf_player_cqb,, character,char_jap_impinf_player_assault,, ,,,
fx,maps/mp_maps/fx_mp_fire_small,,


Yes the map name is poop.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW MP Mapping
Posted: Tuesday, Nov. 25, 2008 01:37 pm
Code:

precacheFX()
{
	level._effect["fog"]				 = LoadFx( "env/smoke/fx_fog_zombie_amb" );

}

ambientFX()
{
	maps\_fx::loopfx("fog", (-1691, -14, 162), 4);

}


I was trying the above method with no luck.

edited on Nov. 25, 2008 08:39 am by techno2sl
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BlackJack_Jonny
General Member
Since: Nov 22, 2008
Posts: 237
Last: Dec 3, 2012
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Nov. 25, 2008 02:11 pm
ive tried every way i can think of [banghead]

has anyone actually got this to work ? would be handy to know if you have cos then we know somthing is wrong our end !

and please be kind enough to post your working script cos this is giving me a headache [crazy] [banghead]
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locke19
General Member
Since: May 22, 2006
Posts: 20
Last: Oct 21, 2010
[view latest posts]
Level 1
Category: CoDWW MP Mapping
Posted: Thursday, Nov. 27, 2008 11:09 pm
has anyone got effects working yet in a mp map?

I've tried about a dozen slight variations of the above codes.
I thought it might have something to do with the \maps\mp\createfx gsc files, but ive copied the exact code from some maps and changed my csv too.

every time there is either an error when creating the ff files or when i load the map it says ERROR: could not load..... bla bla bla fx.

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Frittz
General Member
Since: Jan 30, 2008
Posts: 60
Last: Dec 10, 2008
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Friday, Nov. 28, 2008 01:43 am
FX are not working for anything but the Zombie map mode.
We are still waiting on an patch to address the issues.
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4mori_rabbit
General Member
Since: Apr 29, 2006
Posts: 104
Last: Aug 5, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Friday, Nov. 28, 2008 03:01 am
Frittz writes...
Quote:
FX are not working for anything but the Zombie map mode.
We are still waiting on an patch to address the issues.


Since when do FX work in zombies maps?? [eek]

BTW mp and sp FXs work in different ways....and zombie Fx work like any other co-op map(hopefully).

edited on Nov. 27, 2008 10:03 pm by 4mori_rabbit
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locke19
General Member
Since: May 22, 2006
Posts: 20
Last: Oct 21, 2010
[view latest posts]
Level 1
Category: CoDWW MP Mapping
Posted: Friday, Nov. 28, 2008 10:59 am
Frittz writes...
Quote:
FX are not working for anything but the Zombie map mode.
We are still waiting on an patch to address the issues.


Fair enough. Thanks for clarifying that. I guess there won't be many custom maps for a while then

edited on Nov. 28, 2008 06:00 am by locke19
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