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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: MP FX in Codw@w has been fixed
amishthunder
General Member
Since: Oct 24, 2004
Posts: 364
Last: Dec 23, 2008
[view latest posts]
Level 5
MODSCON
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Monday, Dec. 22, 2008 08:14 pm
There is a different way to spawn FX in CODWAW in MP. Please visit the wiki for a revised method that requires no changes to the source files. Thanks!

http://wiki.treyarch.com/wiki/FX_In_A_Map

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bcl8n
General Member
Since: Jan 21, 2008
Posts: 43
Last: Feb 9, 2010
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Level 2
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 23, 2008 04:11 pm
Thanks for posting this info, has anyone actually tried this method?
I gave it a go on my little test map and I could not get it to work at all.
Maybe I am missing something fundamental.
Thanks again for posting the info, for now its back to making my geo.

bcl8n
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 23, 2008 04:55 pm
Alternatively we have another 3 methods to place FXs in a MP map:

LINK
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 23, 2008 05:09 pm
Treyarch's wiki way seems to be the easiest though


@ bcl8n
Dont forget to add the fx in your csv file
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
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Level 8
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 23, 2008 05:12 pm
.KiLL3R. writes...
Quote:
Treyarch's wiki way seems to be the easiest though


Sure is, i always prefered placing script_struct entities in the map though [devilishgrin]
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amishthunder
General Member
Since: Oct 24, 2004
Posts: 364
Last: Dec 23, 2008
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Level 5
MODSCON
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 23, 2008 05:19 pm
Ahh yes, the zone file. I updated the wiki with that important step, thanks.
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sgtkickass1994
General Member
Since: Mar 11, 2007
Posts: 173
Last: Dec 11, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 23, 2008 05:52 pm
it's about time they got this fixed
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bcl8n
General Member
Since: Jan 21, 2008
Posts: 43
Last: Feb 9, 2010
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Level 2
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 23, 2008 06:19 pm
well I guess I am missing somthing.

My mp_t003.gsc
Code:
main()
{
maps\mp\mp_t003_fx::main();
maps\mp\_interactive_objects::init();
maps\mp\_load::main();

setExpFog(300, 1400, 0.5, 0.5, 0.5, 0);

// 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";

}


My mp_t003_fx.gsc
Code:
#include maps\mp\_utility;


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

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

spawnFX()
{
        myEffect = playLoopedFx(level._effect["fx_mp_fire_medium"], 4, (0,0,8), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
}


My mp_t003.csv
Code:
col_map_mp,maps/mp/mp_t003.d3dbsp
rawfile,maps/mp/mp_t003.gsc
rawfile,maps/mp/_createfx.gsc
rawfile,maps\mp\mp_t003_fx.gsc

impactfx,mp_t003

sound,common,mp_t003,!all_mp
sound,generic,mp_t003,!all_mp
sound,voiceovers,mp_t003,!all_mp
sound,multiplayer,mp_t003,!all_mp

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
xmodel,skybox_see1

rawfile,maps/mp/_interactive_objects.gsc

fx,destructibles/fx_barrelexp_mp
fx,destructibles/fx_barrel_ignite
fx,destructibles/fx_barrel_fire_top

xmodel,exploding_barrel_test_d

fx,maps/mp_maps/fx_mp_fire_medium


and I get this error

Here

Any help would be much appreciated

bcl8n

edited on Dec. 23, 2008 01:21 pm by bcl8n
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 23, 2008 09:26 pm
.KiLL3R. writes...
Quote:
Treyarch's wiki way seems to be the easiest though


@ bcl8n
Dont forget to add the fx in your csv file


But it doesnt work, does it? It assigns, but does nothing with it, and as such will incur an error:

"type undefined is not an int:"

The only way to make it work is to dump the assignment:

Quote:


/*myEffect = */playLoopedFx(level._effect["fx_mp_fire_medium"], 4, (0,0,8), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
}


But, actually, I made the "classic COD4 method" of dynamically spawning FX available to the community about 3 weeks ago:

http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Adding_FXs

Only difference is, my method works, and Treyarch's doesnt.
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KilLjoY
General Member
Since: Jul 13, 2004
Posts: 609
Last: Jan 24, 2009
[view latest posts]
Level 6
MODSCON
Category: CoDWW MP Mapping
Posted: Tuesday, Dec. 23, 2008 10:33 pm
looks like the way we used to do it in VCoD , UO , and CoD 2 ... or atleast i did it that way it seems quite weird though, i would have gone for a diffrent approach

Code:

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

spawnFX()
{
       playLoopedFx(level._effect["mp_fire_medium"], 4, (0,0,8), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
}

seems more logical to me


GreetZ KilLjoY
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