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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Scripting
Scripting and coding with Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: FX help
*UWS*ThisGuy
General Member
Since: Jul 31, 2008
Posts: 215
Last: Jan 8, 2012
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Wednesday, Nov. 26, 2008 04:03 am
Can someone post thier .gsc files that includes FX. I have followed all resources and have come up empty. I even tried setting up the COD4 way to no avail.
Might have something to do with the createart folder???
if it is what goes in there??
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Frittz
General Member
Since: Jan 30, 2008
Posts: 60
Last: Dec 10, 2008
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Level 3
Category: CoDWW Scripting
Posted: Wednesday, Nov. 26, 2008 03:09 pm
You are not the only one having issues. Be patient and build the geos for now.
The treyarch-wiki is not working at the moment so just wait for an update there.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDWW Scripting
Posted: Wednesday, Nov. 26, 2008 03:30 pm
If it makes you feel better I did recreate the stock map set up for my FX by using createfx too and nothing worked.
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*UWS*ThisGuy
General Member
Since: Jul 31, 2008
Posts: 215
Last: Jan 8, 2012
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Level 4
Category: CoDWW Scripting
Posted: Thursday, Nov. 27, 2008 03:43 am
its good to know others are havin issues.....thought it was me lol [crazy]
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4mori_rabbit
General Member
Since: Apr 29, 2006
Posts: 104
Last: Aug 5, 2009
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Level 4
Category: CoDWW Scripting
Posted: Thursday, Nov. 27, 2008 03:48 pm
Bug in the public tools for FX?
[ohwell]
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Frittz
General Member
Since: Jan 30, 2008
Posts: 60
Last: Dec 10, 2008
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Level 3
Category: CoDWW Scripting
Posted: Thursday, Nov. 27, 2008 08:45 pm
So far seems like omission at the moment.
No comments from the powers that be yet.
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4mori_rabbit
General Member
Since: Apr 29, 2006
Posts: 104
Last: Aug 5, 2009
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Level 4
Category: CoDWW Scripting
Posted: Tuesday, Dec. 2, 2008 04:00 am


Got it working.
Will post a tutorial tomorrow on my site

Extra thanks goes to sparks for helping me out solving the issues. [thumbs_up]
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ROTCGuy
General Member
Since: May 30, 2004
Posts: 265
Last: Mar 18, 2009
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Level 5
Category: CoDWW Scripting
Posted: Tuesday, Dec. 2, 2008 04:34 am
4mori_rabbit writes...
Quote:


Got it working.
Will post a tutorial tomorrow on my site

Extra thanks goes to sparks for helping me out solving the issues. [thumbs_up]


does this work for mp maps as well?
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
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Level 7
Category: CoDWW Scripting
Posted: Tuesday, Dec. 2, 2008 07:20 am
post it here too please
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
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Level 7
Category: CoDWW Scripting
Posted: Tuesday, Dec. 2, 2008 10:32 am
I dont know what all these anti-community guys are doing with their "lets keep it secret so others only get head aches". So, to thwart that, here is my method:

As many of you have discovered, attempting to dynamically spawn your FX like we did in COD4 isnt working in COD5 "as is" because COD5 doesnt use the createfx folder. You can completely remove it, or void the GSCs in there and it makes no difference to the map's FX.

That means, that the arrays defined in createfx aren't built and so have no effect on scripts to trigger FX. So, we have to build our own array's using the code IW gave us.

This is from mp_airfield.gsc. I kept the precache FX level definitions used in Airfield, and did this:

Code:
main()
{
----------------- snip -----------------------

	createFX( "oneshotfx", ( 1843, 2485, 10 ), ( 270, 0, 0 ), level._effect["mp_fire_medium"], 1 );
	createFX( "oneshotfx", ( 1843, 2485, -10 ), ( 270, 0, 0 ),level._effect["mp_smoke_column_tall"], 0.05 );

}

createFX( type, origin, angles, FXid, delay )
{
	FX_ent				= spawnstruct();
	FX_ent.v["origin"] 		= origin;
	FX_ent.v["angles"] 		= angles;
	FX_ent.v["up"] 			= anglestoup( FX_ent.v["angles"]);
	FX_ent.v["forward"] 	= anglestoforward( FX_ent.v["angles"] );
	FX_ent.v["FXid"]		= FXid;
	FX_ent.v["delay"]		= delay;
	FX_ent.v["type"]		= type;
	
	if( FX_ent.v["type"] == "loopfx" )
		FX_ent thread loopfxthread();
	if( FX_ent.v["type"] == "oneshotfx" )
		FX_ent thread oneshotfxthread();
	
	
}

loopfxthread()
{
	PlayLoopedFX( self.v["FXid"], self.v["delay"], self.v["origin"] );
}

oneshotfxthread()
{
	self.looper = spawnFx( self.v["FXid"], self.v["origin"] );
	triggerFx( self.looper, self.v["delay"] );
}


This gives you this:



That's a medium sized fire FX, and a smoke column billowing out of it.

The code is by no means finished, and is in fact a "WIP", but by this method, you can have a oneshotfx or a loopfx.

You could have the code anywhere. Its organisation can be anything you want. As it is, I kept it at the foot of the GSC, but you could have a seperate FX GSC file, and have the lot in there.

edited on Dec. 2, 2008 05:34 am by Tally
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