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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: Fog
Drop_Deadx
General Member
Since: Jul 1, 2008
Posts: 212
Last: Jul 6, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Thursday, Nov. 27, 2008 02:00 am
Can anyone please tell me how to get Fog in your Zombie map?
I can't quite figure it out ans i haven't found any tuts on it.
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Thursday, Nov. 27, 2008 04:41 am
check the gsc,s for fog, i used one myself worked good just copy it from the gsc to your map gsc and remove the //
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Drop_Deadx
General Member
Since: Jul 1, 2008
Posts: 212
Last: Jul 6, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Thursday, Nov. 27, 2008 05:30 am
What .gsc? Maps already made?
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Thursday, Nov. 27, 2008 06:14 am
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
General Member
Since: Jul 1, 2008
Posts: 212
Last: Jul 6, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Thursday, Nov. 27, 2008 02:48 pm
So, why are there 4 coordinates? and where do i put this, in my _fx.gsc or .gsc?
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Drop_Deadx
General Member
Since: Jul 1, 2008
Posts: 212
Last: Jul 6, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Saturday, Nov. 29, 2008 01:21 am
anyone?
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Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
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Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Saturday, Nov. 29, 2008 01:39 am
I am also wondering how to do fog.
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COLMAC
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Saturday, Nov. 29, 2008 02:28 am
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
General Member
Since: Jul 1, 2008
Posts: 212
Last: Jul 6, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Saturday, Nov. 29, 2008 02:33 am
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
General Member
Since: Sep 15, 2006
Posts: 914
Last: Jan 27, 2012
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Saturday, Nov. 29, 2008 03:05 am
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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