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Topic: Fog |
Drop_Deadx |
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General Member Since: Jul 1, 2008 Posts: 212 Last: Jul 6, 2009 [view latest posts] |
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COLMAC |
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General Member Since: Sep 15, 2006 Posts: 914 Last: Jan 27, 2012 [view latest posts] |
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Drop_Deadx |
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General Member Since: Jul 1, 2008 Posts: 212 Last: Jul 6, 2009 [view latest posts] |
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COLMAC |
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General Member Since: Sep 15, 2006 Posts: 914 Last: Jan 27, 2012 [view latest posts] |
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Category: CoDWW MP Mapping Posted: Thursday, Nov. 27, 2008 06:14 am |
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any mp_gsc has line that set fog and is the same for all cod
//setExpFog(300, 3500, .5, 0.5, 0.45, 0);
or
//setExpFog(300, 1400, 0.5, 0.5, 0.5, 0);
or
//setExpFog(100, 3000, 0.613, 0.621, 0.609, 0);
or
//setExpFog(500, 2700, .46, 0.49, 0.47, 0);
or
//setExpFog(0, 7000, 168/255, 158/255, 135/255,
use only 1 setting per map but these are a few differnt setting types ,
you can also spawn fog in fx in a area |
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Drop_Deadx |
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General Member Since: Jul 1, 2008 Posts: 212 Last: Jul 6, 2009 [view latest posts] |
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Drop_Deadx |
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General Member Since: Jul 1, 2008 Posts: 212 Last: Jul 6, 2009 [view latest posts] |
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Sgt.Rampage |
General Member Since: Dec 18, 2005 Posts: 297 Last: Aug 21, 2009 [view latest posts] |
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COLMAC |
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General Member Since: Sep 15, 2006 Posts: 914 Last: Jan 27, 2012 [view latest posts] |
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Category: CoDWW MP Mapping Posted: Saturday, Nov. 29, 2008 02:28 am |
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i put this in my gsc
Quote:
#include common_scripts\_utility;
#include maps\_utility;
main()
{
maps\mp\mp_nazi_zombie_fx::main();
maps\mp\_load::main();
setExpFog(300, 1400, 0.5, 0.5, 0.5, 0);
{
it works in sp,co-op, and mp the same way check under effects ,theres post there too
edited on Nov. 28, 2008 09:30 pm by COLMAC |
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Drop_Deadx |
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General Member Since: Jul 1, 2008 Posts: 212 Last: Jul 6, 2009 [view latest posts] |
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Category: CoDWW MP Mapping Posted: Saturday, Nov. 29, 2008 02:33 am |
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COLMAC writes...Quote: i put this in my gsc
Quote:
#include common_scripts\_utility;
#include maps\_utility;
main()
{
maps\mp\mp_nazi_zombie_fx::main();
maps\mp\_load::main();
setExpFog(300, 1400, 0.5, 0.5, 0.5, 0);
{
it works in sp,co-op, and mp the same way check under effects ,theres post there too
edited on Nov. 28, 2008 09:30 pm by COLMAC
Code: #include common_scripts\utility;
#include maps\_utility;
main()
{
level thread maps\_callbacksetup::SetupCallbacks();
include_weapons();
include_powerups();
// change this name between the brackets according to the plane model (search in raw folder for the name )
precachemodel("planemodelname");
//maps\nazi_zombie_gulch_fx::main(); // Uncomment this when you make your FX GSC
maps\_zombiemode::main();
init_sounds();
thread flyover();
// If you want to modify/add to the weapons table, please copy over the _zombiemode_weapons init_weapons() and paste it here.
// I recommend putting it in it's own function...
// If not a MOD, you may need to provide new localized strings to reflect the proper cost.
}
//my function
//this will spawn every 40 -150 seconds a plane (without a sound yet)
//
flyover()
{
while(1)
{
startorigin = getent("startposition","targetname");
endorigin = getent("endposition","targetname");
plane = spawn("script_model",startorigin.origin);
// change this name between the brackets according to the plane model (search in raw folder for the name )
plane setmodel("vehicle_jap_airplane_rufe_fly");
//speed the plane will move, adjust if it is too fast
speedplane = 130;
waittime =randomintrange(40,150);
wait(waittime);
plane moveto(endorigin.origin,130,0.2,0.2);
plane waittill("movedone");
plane delete();
}
}
init_sounds()
{
maps\_zombiemode_utility::add_sound( "break_stone", "break_stone" );
}
// Include the weapons that are only inr your level so that the cost/hints are accurate
// Also adds these weapons to the random treasure chest.
include_weapons()
{
// Pistols
//include_weapon( "colt" );
//include_weapon( "colt_dirty_harry" );
//include_weapon( "walther" );
include_weapon( "sw_357" );
// Semi Auto
include_weapon( "m1carbine" );
include_weapon( "m1garand" );
include_weapon( "gewehr43" );
// Full Auto
include_weapon( "stg44" );
include_weapon( "thompson" );
include_weapon( "mp40" );
// Bolt Action
include_weapon( "kar98k" );
include_weapon( "springfield" );
// Scoped
include_weapon( "ptrs41_zombie" );
include_weapon( "kar98k_scoped_zombie" );
// Grenade
include_weapon( "molotov" );
// JESSE: lets go all german grenades for consistency and to reduce annoyance factor
// include_weapon( "fraggrenade" );
include_weapon( "stielhandgranate" );
// Grenade Launcher
include_weapon( "m1garand_gl" );
include_weapon( "m7_launcher" );
// Flamethrower
include_weapon( "m2_flamethrower_zombie" );
// Shotgun
include_weapon( "doublebarrel" );
include_weapon( "doublebarrel_sawed_grip" );
include_weapon( "shotgun" );
// Bipod
include_weapon( "fg42_bipod" );
include_weapon( "mg42_bipod" );
include_weapon( "30cal_bipod" );
// Heavy MG
include_weapon( "bar" );
// Rocket Launcher
include_weapon( "panzerschrek" );
// Special
include_weapon( "ray_gun" );
}
include_powerups()
{
include_powerup( "nuke" );
include_powerup( "insta_kill" );
include_powerup( "double_points" );
include_powerup( "full_ammo" );
}
include_weapon( weapon_name )
{
maps\_zombiemode_weapons::include_zombie_weapon( weapon_name );
}
include_powerup( powerup_name )
{
maps\_zombiemode_powerups::include_zombie_powerup( powerup_name );
}
would I have to add the
Code: #include common_scripts\_utility;
#include maps\_utility;
main()
If its already there, and what do I put as the coordinates
Code: setExpFog(300, 1400, 0.5, 0.5, 0.5, 0); |
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COLMAC |
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General Member Since: Sep 15, 2006 Posts: 914 Last: Jan 27, 2012 [view latest posts] |
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Category: CoDWW MP Mapping Posted: Saturday, Nov. 29, 2008 03:05 am |
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this is your gsc ...k
Code:
#include common_scripts\utility;
#include maps\_utility;
main()
{
level thread maps\_callbacksetup::SetupCallbacks();
include_weapons();
include_powerups();
// change this name between the brackets according to the plane model (search in raw folder for the name )
precachemodel("planemodelname");
//maps\nazi_zombie_gulch_fx::main(); // Uncomment this when you make your FX GSC
maps\_zombiemode::main();
[color=red]setExpFog(80, 100, 0.55, 0.6, 0.55, 0);[/color]
add this and you have super zombie fog
look at the stock ones to and you can back off the fog settings to your own |
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