Hi,
I am having troble getting fx to work in my map, I noticed you have to make csc files etc for codww fx so I did'nt bother with the create fx files and just did it the basic way as in the wiki. But they are still not working :/ I have csc files for the sound but not fx.
My map files.
GSC
Code:
main()
{
maps\mp\mp_mhz_convoy_f_fx::main();
//maps\createart\mp_cargoship_art::main();
//needs to be first for create fx
//maps\mp\createfx\mp_mhz_convoy_f_fx::main();
//precachemodel("collision_geo_256x256x10");
maps\mp\_load::main();
maps\mp\mp_mhz_convoy_f_amb::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_mhz_convoy_f");
//setExpFog(300, 1400, 0.5, 0.5, 0.5, 0);
//VisionSetNaked( "mp_cargoship" );
//ambientPlay("ambient_cargoshipmp_ext");
setdvar("compassmaxrange","2100");
// 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"] = "allies";
game["defenders"] = "axis";
game["allies_soldiertype"] = "pacific";
game["axis_soldiertype"] = "pacific";
// enable new spawning system
maps\mp\gametypes\_spawning::level_use_unified_spawning(true);
}
FX GSC
Code:
#include maps\mp\_utility;
main()
{
precacheFX();
spawnFX();
}
precacheFX()
{
level._effect["smoke"] = loadfx("fx/env/fx_smk_window_lg_smldr_lf");
level._effect["cloud"] = loadfx("fx/env/weather/fx_cloud3d_cmls_50k_runner");
level._effect["rain"] = loadfx("fx/env/weather/fx_rain_lght");
}
spawnFX()
{
myEffect = playLoopedFx(level._effect["smoke"], 4, (768, 304, 64), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
myEffect = playLoopedFx(level._effect["smoke"], 4, (4352, 1736, 64), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
myEffect = playLoopedFx(level._effect["cloud"], 4, (216, 952, 1944), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
myEffect = playLoopedFx(level._effect["cloud"], 4, (4832, 1048, 1944), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
myEffect = playLoopedFx(level._effect["rain"], 4, (216, 952, 1944), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
myEffect = playLoopedFx(level._effect["rain"], 4, (4832, 1048, 1944), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
}
AMB GSC
Code:
//
// file: mp_castle_amb.gsc
// description: level ambience script for subway
//
#include maps\mp\_utility;
#include maps\mp\_ambientpackage;
main()
{
//************************************************************************************************
// ACTIVATE DEFAULT AMBIENT SETTINGS
//************************************************************************************************
//activateAmbientPackage( "outdoor_pkg", 0 );
//activateAmbientRoom( "outdoor_room", 0 );
//*************************************************************************************************
// START SCRIPTS
//*************************************************************************************************
Clientside mymapname csv
Code:
#include clientscripts\mp\_utility;
main()
{
// If the team nationalites change in this level's gsc file,
// you must update the team nationality here!
level.allies_team = "marines";
level.axis_team = "japanese";
// _load!
clientscripts\mp\_load::main();
thread clientscripts\mp\_fx::fx_init(0);
thread clientscripts\mp\_audio::audio_init(0);
thread clientscripts\mp\mp_mhz_convoy_f_amb::main();
// This needs to be called after all systems have been registered.
thread waitforclient(0);
println("*** Client : mp_mhz_convoy_f running...");
}
Amb csc
Code:
// file: mp_airfield_amb.csc
// description: clientside ambient script for mp_airfield: setup ambient sounds, etc.
// scripter: (initial clientside work - laufer)
//
#include clientscripts\mp\_utility;
#include clientscripts\mp\_ambientpackage;
main()
{
//************************************************************************************************
// Ambient Packages
//************************************************************************************************
//declare an ambientpackage, and populate it with elements
//mandatory parameters are , , ,
//followed by optional parameters , , ,
//***************
//Outdoor
//***************
declareAmbientpackage( "outdoor_pkg" );
declareAmbientPackage( "admin_int_pkg" );
declareAmbientpackage( "admin_partial_pkg" );
addambientelement ( "admin_int_pkg", "rock_dust", 15, 25, 75, 300 );
addambientelement ( "admin_int_pkg", "wood_dust", 10, 30, 75, 300 );
declareAmbientpackage( "tunnel_ent_pkg" );
declareAmbientpackage( "tunnel_pkg" );
declareAmbientpackage( "plane_int_pkg" );
addambientelement ( "plane_int_pkg", "creaks", 5, 20, 15, 100 );
declareAmbientpackage( "bunker_pkg" );
//************************************************************************************************
// ROOMS
//************************************************************************************************
//explicitly activate the base ambientpackage, which is used when not touching any ambientPackageTriggers
//the other trigger based packages will be activated automatically when the player is touching them
//the same pattern is followed for setting up ambientRooms
//***************
//Outdoor
//***************
declareAmbientRoom( "outdoor_room" );
setAmbientRoomtone( "outdoor_room", "default_amb" );
setAmbientRoomReverb( "outdoor_room", "mountains", .8, 1 );
declareAmbientRoom( "admin_int_room" );
setAmbientRoomReverb( "admin_int_room", "dome_int_hall", 1, .8 );
declareAmbientRoom( "admin_partial_room" );
setAmbientRoomReverb( "admin_partial_room", "dome_int_hall", 1, .8 );
declareAmbientRoom( "tunnel_ent_room" );
setAmbientRoomReverb( "tunnel_ent_room", "wooden_structure", .8, 1 );
declareAmbientRoom( "tunnel_room" );
setAmbientRoomReverb( "tunnel_room", "stonecorridor", 1, 0.6 );
declareAmbientRoom( "plane_int_room" );
setAmbientRoomReverb( "plane_int_room", "sewerpipe", 1, 0.5 );
declareAmbientRoom( "bunker_room" );
setAmbientRoomReverb( "bunker_room", "dome_int_hall", 1, 0.8 );
//************************************************************************************************
// ACTIVATE DEFAULT AMBIENT SETTINGS
//************************************************************************************************
activateAmbientPackage( 0, "outdoor_pkg", 0 );
activateAmbientRoom( 0, "outdoor_room", 0 );
}
Zone Source CSV
Code:
ignore,code_post_gfx_mp
ignore,common_mp
col_map_mp,maps/mp/mp_mhz_convoy_f.d3dbsp
rawfile,maps/mp/mp_mhz_convoy_f.gsc
rawfile,maps/mp/mp_mhz_convoy_f_fx.gsc
sound,common,mp_mhz_convoy_f,all_mp
sound,generic,mp_mhz_convoy_f,all_mp
sound,voiceovers,mp_mhz_convoy_f,all_mp
sound,multiplayer,mp_mhz_convoy_f,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
sound,mp_airfield,mp_airfield,all_mp
rawfile,clientscripts/mp/mp_mhz_convoy_f_amb.csc
rawfile,clientscripts/mp/mp_mhz_convoy_f.csc
rawfile,maps/mp/mp_mhz_convoy_f_amb.gsc
fx,env/smoke/fx_smk_window_lg_smldr_lf
fx,env/weather/fx_cloud3d_cmls_50k_runner
fx,env/weather/fx_rain_lght
Localized
Code:
// NOTE: If you add a comment, put a space after the double forward slash or you will get issues
// This csv/ff is used so people with different language games can play together
ignore,code_post_gfx_mp
ignore,localized_code_post_gfx_mp
ignore,common_mp
ignore,localized_common_mp
include,mptypes_pacific
Soundalias
Code:
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Ambient SFX - Static,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
wind_on_hill_L,,null.wav,!wii,0.6,0.6,1,1,500,800,1000,,,,,ambience,,3d,,,looping,,,,,,,,,curve2,,,,,,250,400,0.5,0.4,,,,,,20,50,0.25,1
wind_on_hill_R,,null.wav,!wii,0.6,0.6,1,1,500,800,1000,,,,,ambience,,3d,,,looping,,,,,,,,,curve2,,,,,,250,400,0.5,0.4,,,,,,20,50,0.25,1
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
low_wind,,sfx\levels\mp_subway\wind\subway_ind_wind.wav,!wii,0.3,0.3,,,50,400,500,,,,,ambience,90,3d,streamed,,looping,,,curve2,,,,,,curve2,,,,,,50,100,0.7,0.6,,,,,,20,80,0.25,1
forest,,null.wav,!wii,0.35,0.35,,,400,1100,1300,,,,,ambience,90,3d,,,looping,,,curve3,,,,,,curve2,,,,,,,,,0.4,,,yes,,,20,80,0.25,1
default_amb,,stream/backgrounds/wind/light_wind/light_wind_country.wav,!wii,0.6,0.6,1,1,,,,,,,,ambience,,2d,streamed,,looping,,,,,,,,,,,ambience,,,,,,,,,,,,,20,80,0.25,1
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
#howling_wind_l,,stream/backgrounds/wind/int_wind/int_wind_04_l.wav,!wii,0.3,0.3,1,1,50,450,600,,,,,ambience,60,3d,,,looping,,,curve3,,,,,,curve3,,,,,,,,,0.4,,,,,,20,80,0.25,1
#howling_wind_r,,stream/backgrounds/wind/int_wind/int_wind_04_r.wav,!wii,0.3,0.3,1,1,50,450,600,,,,,ambience,60,3d,,,looping,,,curve3,,,,,,curve3,,,,,,,,,0.4,,,,,,20,80,0.25,1
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
howling_wind,,SFX\Levels\mp_airfield\wind_howl_##,!wii,0.3,0.3,1,1,50,450,600,,,,,ambience,60,3d,,,looping,,,curve3,,,,,,curve3,,,,,,,,,0.4,,,,,,20,80,0.25,1
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Ambient SFX - Spawned,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
plane_creak,,sfx/levels/mp_airfield/plane/creaks_##,!wii,0.4,0.7,0.9,1.05,50,600,800,,,,,ambience,50,3d,,0.4,,,,curve3,,,pitch,plane_groan,,curve2,,,,,,,,,,,,,,,30,50,0.1,1
plane_groan,,sfx/levels/mp_airfield/plane/creaks_##,!wii,0.4,0.7,0.9,1.05,50,600,800,,,,,ambience,50,3d,,0.4,,,,curve3,,,pitch,,,curve2,,,,,,,,,,,,,,,30,50,0.1,1
radio_static,,sfx/levels/mp_airfield/static_##,!wii,0.5,0.5,1,1,25,600,1000,,,,,ambience,50,3d,,0.5,,,,curve3,,,,,,curve2,,,0.75,,,,,,0.5,,,yes,,,30,50,0.1,1
amb_wind_trees,,SFX/Amb/Wind/leaves_##,!wii,0.25,0.5,0.95,1.2,250,1400,2000,,,,,ambience,50,3d,,0.8,,,,curve1,,,pitch,,,curve2,,,,,,,,,0.2,,,no,,,30,50,0.1,1
amb_wind_grass,,SFX/Amb/Wind/gusts/thrugrass_##,!wii,0.2,0.45,,,250,1000,1200,,,,,ambience,50,3d,,,,,,curve3,,,,,,curve2,,,,,,,,,0.2,,,no,,,30,50,0.1,1
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
anml_chatter,,sfx/levels/mp_castle/anml_chatter_##,!wii,0.4,0.6,0.9,1.1,200,1500,2000,,,,,ambience,60,3d,,0.5,,,,curve3,,,pitch,,,curve2,,,,,,,,,0.2,,,no,,,30,50,0.1,1
bird_chatter,,sfx/levels/mp_castle/bird_chatter_##,!wii,0.4,0.6,0.9,1.1,200,1500,2000,,,,,ambience,60,3d,,0.5,,,,curve3,,,pitch,,,curve2,,,,,,,,,0.2,,,no,,,30,50,0.1,1
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
amb_bugs_cicada,,SFX/Amb/animals/cicada_##,!wii,0.05,0.1,0.95,1.05,100,1000,1500,,,,,ambience,60,3d,,,,,,curve2,,,pitch,,,curve2,,,,,,,,,0.4,,,,,,30,50,0.1,1
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
creaks,,sfx\levels\mp_subway\creaks_##,!wii,0.3,0.4,0.5,1,,,,,,,,ambience,60,3d,,,,,,,,,,,,curve3,,,,,,,,,0.5,,,,,,30,70,0.25,1
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Ambient Package Stuff,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
rock_dust,,sfx/amb/debris/rock_dust_##,!wii,0.2,0.6,0.9,1.1,,,,,,,,ambience,60,3d,,,,,,curve2,,,pitch,,,curve2,,,,,,,,,,,,,,,30,50,0.1,1
wood_dust,,sfx/amb/debris/wood_dust_##,!wii,0.2,0.6,0.9,1.1,,,,,,,,ambience,60,3d,,,,,,curve2,,,pitch,,,curve2,,,,,,,,,,,,,,,30,50,0.1,1
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
katy_explode_default,,null.wav,!wii,0,0,,,,,,,,,,ambience,60,3d,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
window_gust,,sfx/amb/wind/gusts/3d/med_##,!wii,0.2,0.3,0.9,1.05,50,500,1000,,,,,ambience,50,3d,,0.4,,,,curve3,,,pitch,,,curve2,,,,,,,,,0.2,,,,,,30,50,0.1,0.9
lightbulb_loop,,SFX\Amb\lightbulbs\light_humming_00.wav,!wii,0.25,0.3,0.95,1.05,50,300,500,,,,,ambience,50,3d,,,looping,,,curve2,,,pitch,,,curve2,,,,,,,,,0.25,,,,,,30,50,0.1,0.9
truck_idle,,mp_mhz_convoy_f/truck_idle.wav,!wii,0.6,0.6,1,1,500,800,1000,,,,,ambience,,3d,,,looping,,,,,,,,,curve2,,,,,,250,400,0.5,0.4,,,,,,20,50,0.25,1
tank_idle,,mp_mhz_convoy_f/tank_idle.wav,!wii,0.6,0.6,1,1,500,800,1000,,,,,ambience,,3d,,,looping,,,,,,,,,curve2,,,,,,250,400,0.5,0.4,,,,,,20,50,0.25,1
# For Wii,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
#aifield_indoor,,sfx/levles/mp_airfield_indoor.wav,wii,1,1,,,,,,,,,,streamed
#airfield_outdoor,,sfx/levles/mp_airfield_outdoor.wav,wii,1,1,,,,,,,,,,streamed
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# NULL,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
wpn_triple25_fire,,null.wav,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
amb_mortar_explosion1,,null.wav,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
amb_mortar_explosion4,,null.wav,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
amb_mortar_explosion5,,null.wav,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
mortar_incoming1_new,,null.wav,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
mortar_incoming4,,null.wav,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
mortar_incoming4_new,,null.wav,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
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edited on Feb. 18, 2009 12:38 pm by 45king