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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
45king
General Member
Since: Aug 18, 2005
Posts: 101
Last: May 23, 2011
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Wednesday, Feb. 18, 2009 05:29 pm
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,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,


edited on Feb. 18, 2009 12:38 pm by 45king
Share |
techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Scripting
Posted: Wednesday, Feb. 18, 2009 10:35 pm
Code:
[level._effect["rain"]  = loadfx("fx/env/weather/fx_rain_lght");


is wrong:

Code:
level._effect["rain"] = loadfx("env/weather/fx_rain_lght");


Remove the "FX" part as it already knows where the FX folder is.


edited on Feb. 18, 2009 05:35 pm by techno2sl

As a note use create_FX!

I'll get the MP version of this up tomorrow: CreateFx

It will work for MP if you use the MP folder instead and change any yourmapname references to mp_yourmapname.

edited on Feb. 18, 2009 05:38 pm by techno2sl
Share |
45king
General Member
Since: Aug 18, 2005
Posts: 101
Last: May 23, 2011
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Thursday, Feb. 19, 2009 12:03 am
Thanks man, ok ive tried to use the create FX way but I am getting a bad script syntax error [machine_gun][banghead]

This is my new file set up:

raw\maps\mp\mp_mhz_convoy_f_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);

}


raw\maps\mp\mp_mhz_convoy_f_fx_gsc

Code:

#include maps\mp\_utility;


main()
{
	//maps\mp\createart\mp_downfall_art::main();
	precacheFX();
	spawnFX();
}

precacheFX()
{
	      level._effect["smoke"]	                                                        = loadfx ("env/fx_smk_window_lg_smldr_lf");
		level._effect["cloud"]	                                                        = loadfx ("env/weather/fx_cloud3d_cmls_50k_runner");	  
		level._effect["rain"]	                                                        = loadfx ("env/weather/fx_rain_lght");
						
}

spawnFX()
{
	if (( getdvar( "createfx" ) != "" ))
	{
		maps\mp\createfx\mp_mhz_convoy_f_fx::main();
	}
}    


raw\maps\mp\mp_mhz_convoy_f_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
	//*************************************************************************************************
}


raw\maps\mp\createfx\mp_mhz_convoy_f_fx.gsc

Code:

//_createfx generated. Do not touch!!
main()
{
// CreateFX entities placed: 247
     	ent = maps\mp\_utility::createLoopEffect( "smoke" );
     	ent.v[ "origin" ] = ( 768, 304, 64 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "smoke";
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\mp\_utility::createLoopEffect( "smoke" );
     	ent.v[ "origin" ] = ( 4352, 1736, 64 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "smoke";
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\mp\_utility::createLoopEffect( "cloud" );
     	ent.v[ "origin" ] = ( 216, 952, 1944 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "cloud";
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\mp\_utility::createLoopEffect( "cloud" );
     	ent.v[ "origin" ] = ( 4832, 1048, 1944 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "cloud";
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\mp\_utility::createLoopEffect( "rain" );
     	ent.v[ "origin" ] = ( 4832, 1048, 1944 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "rain";
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\mp\_utility::createLoopEffect( "rain" );
     	ent.v[ "origin" ] = ( 216, 952, 1944 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "rain";
     	ent.v[ "delay" ] = -15;

}


raw\clientscripts\mp\mp_mhz_convoy_f.csc

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();
	clientscripts\mp\mp_mhz_convoy_f_fx::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...");
	
}


raw\clientscripts\mp\mp_mhz_convoy_f_fx.csc

Code:
#include clientscripts\mp\_utility; 

main()
{
	clientscripts\mp\createfx\mp_mhz_convoy_f_fx::main();
	clientscripts\mp\_fx::reportNumEffects();

	precache_createfx_fx();
	
	disableFX = GetDvarInt( "disable_fx" );
	if( !IsDefined( disableFX ) || disableFX <= 0 )

}
precache_createfx_fx()
{
level._effect["smoke"]	= loadfx ("env/fx_smk_window_lg_smldr_lf");
level._effect["cloud"]	= loadfx ("env/weather/fx_cloud3d_cmls_50k_runner");
level._effect["rain"]	  = loadfx ("env/weather/fx_rain_lght");
}


raw\clientscripts\mp\mp_mhz_convoy_f_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 );	
}


raw\clientscripts\mp\createfx\mp_mhz_convoy_f_fx.csc

Code:
//_createfx generated. Do not touch!!
main()
{
// CreateFX entities placed: 247
     	ent = maps\mp\_utility::createLoopEffect( "smoke" );
     	ent.v[ "origin" ] = ( 768, 304, 64 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "smoke";
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\mp\_utility::createLoopEffect( "smoke" );
     	ent.v[ "origin" ] = ( 4352, 1736, 64 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "smoke";
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\mp\_utility::createLoopEffect( "cloud" );
     	ent.v[ "origin" ] = ( 216, 952, 1944 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "cloud";
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\mp\_utility::createLoopEffect( "cloud" );
     	ent.v[ "origin" ] = ( 4832, 1048, 1944 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "cloud";
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\mp\_utility::createLoopEffect( "rain" );
     	ent.v[ "origin" ] = ( 4832, 1048, 1944 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "rain";
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\mp\_utility::createLoopEffect( "rain" );
     	ent.v[ "origin" ] = ( 216, 952, 1944 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "fxid" ] = "rain";
     	ent.v[ "delay" ] = -15;

}


zone 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
rawfile,maps/mp/createfx/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
rawfile,clientscripts/mp/mp_mhz_convoy_f_fx.csc
rawfile,clientscripts/mp/createfx/mp_mhz_convoy_f_fx.csc
fx,env/smoke/fx_smk_window_lg_smldr_lf
fx,env/weather/fx_cloud3d_cmls_50k_runner
fx,env/weather/fx_rain_lght
Share |
Pimprenelle
General Member
Since: Jan 30, 2008
Posts: 7
Last: Mar 8, 2009
[view latest posts]
Level 0
Category: CoDWW Scripting
Posted: Thursday, Mar. 5, 2009 01:03 pm
Hi

In raw/maps/mp/createfx :

Quote:
ent = maps\mp\_utility::createLoopEffect( "smoke" );


I think it's :

ent = maps\mp\_utility::createLoopEffect( "fx_smk_window_lg_smldr_lf" );

The name of your fx

Idem for cloud and rain
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