Call of Duty 5: FXs: Difference between revisions
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===Creating your FX=== | ===Creating your FX=== | ||
<font color="yellow">'''1.''' Create a new GSC file, but fill it with the text below instead.</font> | <font color="yellow">'''1.''' Create a new GSC file, but fill it with the text below instead.</font> | ||
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*'''ent.v[ "delay" ] = -15;''' | *'''ent.v[ "delay" ] = -15;''' | ||
**This is the repeat rate. | **This is the repeat rate. | ||
[[Image:Add FX.jpg|400px]] | |||
Sources: [http://wiki.treyarch.com/wiki/FX_In_A_Map Treyarch's Wiki] | |||
[[Category:Call of Duty 5]] | [[Category:Call of Duty 5]] |
Revision as of 00:08, 11 November 2008
Creating your FX
1. Create a new GSC file, but fill it with the text below instead.
#include maps\mp\_utility; main() { precacheFX(); spawnFX(); } precacheFX() { level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium"); } spawnFX() { ent = maps\mp\_utility::createOneshotEffect( "mp_fire_medium" ); ent.v[ "origin" ] = ( 0, 0, 0 ); ent.v[ "angles" ] = ( 270, 0, 0 ); ent.v[ "fxid" ] = "mp_fire_medium"; ent.v[ "delay" ] = -15; }
2. Save the file as mp_yourmapname_fx.gsc in the same directory as your main script file.
3. Add the below line to your mp_yourmapname.gsc right under
maps\mp\_load::main();
maps\mp\mp_yourmapname_fx::main();
4. Update your zone file with "rawfile,maps\mp\mp_yourmapname_fx.gsc" if it is missing.
Description of your FX GSC
1. Your main function.
main() { precacheFX(); spawnFX(); }
- This can do everything if you want but for organization purposes it is advised you have at least these two functions to separate the steps.
2. precacheFX() function
precacheFX() { level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium"); }
- level._effect["mp_fire_medium"] is the name "mp_fire_medium" that will be referenced by all your scripts, this can be anything.
- loadfx("maps/mp_maps/fx_mp_fire_medium") is the path to the tagged FX, notice that there is no extension on the end of the path.
3. spawnFX() function
spawnFX() { ent = maps\mp\_utility::createOneshotEffect( "mp_fire_medium" ); ent.v[ "origin" ] = ( 0, 0, 0 ); ent.v[ "angles" ] = ( 270, 0, 0 ); ent.v[ "fxid" ] = "mp_fire_medium"; ent.v[ "delay" ] = -15; }
- ent = maps\mp\_utility::createOneshotEffect( "mp_fire_medium" );
- This calls what FX you want to play.
- ent.v[ "origin" ] = ( 0, 0, 0 );
- Where the FX will be located in X, Y, Z coordinates.
- ent.v[ "angles" ] = ( 270, 0, 0 );
- This is how the FX will be oriented by rotating the X, Y, Z.
- ent.v[ "fxid" ] = "mp_fire_medium";
- The name of the FX should be the same as the first line.
- ent.v[ "delay" ] = -15;
- This is the repeat rate.
Sources: Treyarch's Wiki