Call of Duty 4: Using GSCs scripts: Difference between revisions

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(New page: === Add FXs to your custom maps #1 === <i>In this example a large fire FX with metal fire sound is used</i> 1. Create a folder <i>createfx</i> under /raw/maps/ 2. In that folder create ...)
 
 
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[[Category:Call of Duty 4]]
=== Add FXs to your custom maps #1 ===
=== Add FXs to your custom maps #1 ===



Latest revision as of 01:55, 16 October 2008

Add FXs to your custom maps #1

In this example a large fire FX with metal fire sound is used

1. Create a folder createfx under /raw/maps/

2. In that folder create a new file called mp_mapname_fx.gsc, in it put the following / mapname being your map name

//_createfx generated. Do not touch!!
main()
{
ent = maps\mp\_utility::createOneshotEffect( "firelp_vhc_lrg_pm_farview" );
ent.v[ "origin" ] = ( X, Y, Z );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "firelp_vhc_lrg_pm_farview";
ent.v[ "delay" ] = -15;
ent.v[ "soundalias" ] = "fire_metal_large";
}

X, Y, Z are the coordinate where you wish to place your FX.

3. under raw/maps/mp/ create another file called mp_mapname_fx.gsc / mapname being your map name

4. put the following in it:

main()
{
	level._effect[ "firelp_vhc_lrg_pm_farview" ]	= loadfx( "fire/firelp_vhc_lrg_pm_farview" );
	
/#
	if ( getdvar( "clientSideEffects" ) != "1" )
		maps\createfx\mp_mapname_fx::main();
#/		
}

5. In your raw/maps/mp/mp_mapname.gsc put the following after maps\mp\_load::main();

maps\mp\mp_mapname_fx::main();

6. Last step, in your zone_source/mp_mapname.csv add this line:

fx,fire/firelp_vhc_lrg_pm_farview

This will work for any FX you see under raw/fx folder. For soundaliases its a little bit different, I found creating your own soundaliases file is best. In this example thought the soundalias fire_metal_large is from stock and load automatically on any MP map.