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2d effects in your SP map
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barnes explains how to add some 2fx to your SP map

this tutorial will enable you to have 2d planes going over head and 2d paratroopers coming down...Also flak 88 distant fire, flashes in sky and cloud flashes...

lets get to it shall we.

Ok i am going to tell you what to add in the scripts so we can get all that out the way. (there isn't alot at all involved.)

Ok first the soundaliases Script.

Add this to the script....

null,,null.wav,,,,,,,,,,,,,


#Sky Flashes,,,,,,,,,,,,,,
cloudflash,1,explosions/explo_distant02.wav,0.8,1.07,0.9,1.1,500000,500000,auto,,,,,mapname
cloudflash,2,explosions/explo_distant04.wav,0.8,1.07,0.9,1.1,500000,500000,auto,,,,,mapname
cloudflash,3,explosions/explo_distant05.wav,0.8,1.07,0.9,1.1,500000,500000,auto,,,,,mapname
cloudflash,4,explosions/explo_distant07.wav,0.8,1.07,0.9,1.1,500000,500000,auto,,,,,mapname
cloudflash,5,explosions/explo_distant08.wav,0.8,1.07,0.9,1.1,500000,500000,auto,,,,,mapname

just the cloud flashes make a sound

Add this to your maps csv file

remember to save the soundaliases script to MAPNAME.CSV

Ok now the

mapname_fx.gsc script......

main()
{
precacheFX();
   spawnWorldFX();    
}

precacheFX()
{
("fx/cannon/fire.efx");
       level._effect["antiair_tracers"] = loadfx ("fx/atmosphere/antiair_tracers.efx");
       level._effect["antiair_tracerscloseup"] = loadfx ("fx/atmosphere/antiair_tracers.efx");
       level._effect["cloudflash1"]  = loadfx ("fx/atmosphere/cloudflash1.efx");
       level._effect["longrangeflash_altocloud"] = loadfx ("fx/atmosphere/longrangeflash_altocloud.efx");
       level._effect["distantfire"]  = loadfx ("fx/fire/distantfire.efx");
       level._effect["flash2flak"]   = loadfx ("fx/atmosphere/flash2flak.efx");
       level._effect["flash2flak2"]  = loadfx ("fx/atmosphere/flash2flak2.efx");
       level._effect["distant88s"]   = loadfx ("fx/atmosphere/distant88s.efx");
       level._effect["lowlevelburst"]  = loadfx ("fx/atmosphere/lowlevelburst.efx");
       level._effect["shootdrop1"]   = loadfx ("fx/atmosphere/shootdrop1.efx");
       level._effect["c47flyover2d"]  = loadfx ("fx/atmosphere/c47flyover2d.efx");

}

spawnWorldFX()
{

   maps\_fx::gunfireLoopfx("antiair_tracers", (5025, -14265, 227),
      1, 4,
      5.2, 3.4,
      3.2, 4.5);
   maps\_fx::gunfireLoopfx("antiair_tracers", (4025, -14265, 227),
      2, 4,
      9.2, 4.4,
      1.2, 4.5);
   maps\_fx::gunfireLoopfx("antiair_tracers", (-4932, -16709, 300),
      2, 3,
      5.1,6.4,
      2.1, 5.3);
   maps\_fx::gunfireLoopfx("antiair_tracers", (687, -13553, 144),
      2, 3,
      5.1,6.4,
      2.1, 5.3);
   maps\_fx::gunfireLoopfx("longrangeflash_altocloud", (-4287, -16109, 137),
                1, 2,
              10, 60,
                     10, 40);
   maps\_fx::gunfireLoopfx("longrangeflash_altocloud", (2170, -12886, 137),
                1, 2,
              10, 60,
                     5, 40);
   maps\_fx::gunfireLoopfx("longrangeflash_altocloud", (385, -13049, 377),
                1, 2,
              10, 60,
                     5, 40);

   maps\_fx::gunfireLoopfx("flash2flak", (-1156, -13252, 2694),
                4, 8,
              2.5, 3.6,
                     5, 20);
   maps\_fx::gunfireLoopfx("flash2flak2", (-3470, -13920, 2400),
                3, 6,
              0.2, 1.5,
                     5, 10);
   maps\_fx::gunfireLoopfx("flash2flak2", (762, -16389, 4543),
                3, 6,
              0.2, 1.5,
                     5, 20);
   maps\_fx::gunfireLoopfx("distant88s", (5711, -19112, 700),
                4, 10,
              10, 30,
                     15, 40);
   maps\_fx::gunfireLoopfx("distant88s", (5025, -14529, 900),
                3, 8,
              10, 30,
                     15, 40);
   maps\_fx::gunfireLoopfx("distant88s", (-4105, -14695, 600),
                3, 8,
              10, 30,
                     15, 40);
   maps\_fx::gunfireLoopfx("distant88s", (-3932, -16709, 700),
                3, 8,
              10, 30,
                     15, 40);
   maps\_fx::gunfireLoopfx("lowlevelburst", (-4932, -14709, 3100),
                3, 8,
              1, 3,
                     1, 4);
   maps\_fx::gunfireLoopfx("lowlevelburst", (-2335, -14149, 1394),
                3, 8,
              1, 3,
                     1, 4);
   maps\_fx::gunfireLoopfx("lowlevelburst", (444, -13344, 741),
                3, 8,
              0.1, 3,
                     1,2);
}

Leave all the....

maps\_fx::gunfireLoopfx("lowlevelburst", (444, -13344, 741),
3, 8,
0.1, 3,
1,2);


all of them as they are and go in your map and see what it looks like first...THEN when you want you can edit the Numbers and change the positions of the fx.

(444, -13344, 741), ( X Y Z ) the x y z coords can be changed for the effects

3, 8,
0.1, 3,
1,2); (((((these numbers are the looping effects of the FX)))))


Ok that is all you need for fx.gsc again save it as MAPNAME_FX.GSC



Ok now the MAIN SCRIPT (this is EASY)

Add this.............

main()
{

maps\_load::main();  /// ALWAYS NEED THIS

       maps\MAPNAME_fx::main(); // Enables the FX script
to work

THAT IS IT FOR SCRIPTING!!!! HEHEHE

OK mapping......

to make the 2d PLANES WORK IN YOUR MAP DO THIS.....

KEYS          VALUES


classname script_model

model     xmodel/fx

script_delay  3   ////// this number is the seconds it waits till it spawns in map.

script_fxid  c47flyover2d

script_fxcommand OneShotfx

Ok the...

script_fxcommand OneShotfx

you can change this to...

script_fxcommand loopfx

and it will loop all the time DEPENDING on how long you script_delay is

OK NOW THE PARASHOOTERS (this is a little different.)

I AM GOING TO TELL YOU HOW TO DO THE ONESHOT FX FIRST (THE LOOPING IS DIFFERENT!!)

KEYS          VALUES


classname script_model

model     xmodel/fx

script_delay  3   ////// this number is the seconds it waits till it spawns in map.

script_fxid  shootdrop1

script_fxcommand OneShotfx

OK that is parashooting once only. no loop.

(REMEMBER YOU CAN PLACE THE xmodel/fx ANYWHERE IN THE MAP AND IT WILL WORK....EVEN OUT OF THE SKY BOX AND IT WILL WORK).

Now last but not least LOOPING the 2d paratroopers....

you may think this is strange but it is easy.

KEYS          VALUES


classname script_model

model     xmodel/Toilet

script_delay  3   ////// this number is the seconds it waits till it spawns in map. You can change the number. 40-50 seconds is good.

script_fxid  shootdrop1

script_fxcommand loopfx

Now as you can see the model is...

model xmodel/Toilet

Yes it is a TOILET! you read it right! it is a TOILET!

////For some reason the paratroopers only loop when it is a toilet model!

in the fx script the setup_fx thread sets up the paratrooper hack

if (isdefined (self.model))
if (self.model == "xmodel/toilet")
{
self thread burnville_paratrooper_hack();
return;
}
SO this means it has to be a TOILET MODEL.

That is it....compile map and test her out

I have both Looping paratroopers and planes in my map, and oneshot NO loop paratroopers and planes in my map.
This is because the One shot planes and troopers i gave a script_delay 3 this is so when u start the map
the paratroopers and planes will spawn 3 seconds after start of map..

IF you done 3 for looping the paratroopers and planes then they would KEEP ON LOOPING every 3 seconds.

YOU WOULDN'T WANT THAT! LOL.

THANKS TO BODGER2 FOR HELPING ME TEST AND GETTING THE PARATROOPERS TO LOOP AND THE PLANES

THANK YOU.

By

BARNES AND BODGER.

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