Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 36 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Tutorials

»
CoDUO Mapping
ratings:
Awful Rating
Poor Rating
Average Rating
Good Rating
Excellent Rating
Adding Rain Effects
Versions: You must be logged in to view history.
This is a very short and simple tutorial for adding rain effects to a CoDUOMP map. This tutorial require no modifying to the .map at all.
To prevent lagg and the game draw efx over the whole map, we are going to 'spawn' the rain in front of the actual player.

First you need to create a new .gsc file, and then your need the following script, so just copy and paste it into the new .gsc:

main()
{
     level thread teh_rain();
}

teh_rain()

{
    zufall = RandomInt(100);        
            
    while(1) {
        
    
        players = getentarray("player", "classname");        
        
        if(players.size > 0) {
        
            max_nodes         = 20;
            max_nodes_per_player     = max_nodes/players.size;
        
        
            for(ii=0;ii<max_nodes_per_player;ii++) { 
                for(i = 0; i < players.size; i++) {
                        
                    player = players[i];
                            
                    if(isAlive(player)) {
                    
                        x= 350-randomfloat(700);
                        y= 350-randomfloat(700);                    
                
                            pos = player.origin +(x,y,200) ;                        
                            trace = bulletTrace(pos,pos +(0,0,-250), true, undefined);
                            
                            if(trace["fraction"] != 1) playfx(level.the_rain,trace["position"]);                
                            wait 0.05;
                                               
                    }                        
                }
            }                    
        }
        
        wait 0.05;
    }    
}

Now lets save this as rain.gsc

2) Next step is to load the rain effects, so somewhere in 'yourmap.gsc' add the following line:

    level.the_rain        
= loadfx
("fx/atmosphere/chateau_rain.efx");

You will also need to add another line to 'yourmap.gsc'

      mapsmp
ain::main();
So yourmap.gsc should look something like this:

main()
{
	setCullFog (0, 16050, .54, .56, .50, 0);
	setExpFog (0.00015, .36, .39, .42, 0 );
	ambientPlay("some tunes");

game["layoutimage"] = "my piccy";

level thread mapsmp\_tankdrive_gmi::main();
	level thread mapsmp\_jeepdrive_gmi::main();
	level thread mapsmp\_flak_gmi::main();

level.the_rain = loadfx ("fx/atmosphere/chateau_rain.efx");

mapsmp\_load::main();
	mapsmp
ain::main(); //calls rain efx

game["allies"] = "russian";
	game["axis"] = "german";

game["russian_soldiertype"] = "veteran";
	game["russian_soldiervariation"] = "normal";
	game["german_soldiertype"] = "wehrmacht";
	game["german_soldiervariation"] = "normal";

game["attackers"] = "allies";
	game["defenders"] = "axis";

And you all done. So simple ah?
Rasta

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»