Call of Duty 5: FXs: Difference between revisions

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==Creating your FX==
==Creating your FX==
*Create a GSC file, [[Intro_To_Scripting|Intro To Scripting]] but fill it with the text below instead.
*Create a GSC file, [[Call of Duty 5: Scripting Syntax And Grammar|Intro To Scripting]] but fill it with the text below instead.
<pre>
<pre>
#include maps\mp\_utility;
#include maps\mp\_utility;
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*'''level._effect["mp_fire_medium"]''' is the name "mp_fire_medium" that will be referenced by all your scripts, this can be anything.
*'''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.
*'''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.


== spawnFX() function ==
== spawnFX() function ==

Revision as of 19:48, 23 December 2008

Creating your FX

#include maps\mp\_utility;

main()
{
        precacheFX();
        spawnFX();
}

precacheFX()
{
        level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium");
}

spawnFX()
{
        myEffect = playLoopedFx(level._effect["fx_mp_fire_medium"], 4, (0,0,0), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
}

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.

spawnFX() function

spawnFX()
{
        myEffect = playLoopedFx(level._effect["fx_mp_fire_medium"], 4, (0,0,0), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
}
  • myEffect = playLoopedFx(level._effect["FX Name"], Repeat Rate in seconds, (position XYZ), 0, anglestoforward((Front direction XYZ)), anglestoup((Up direction XYZ)));



Sources: Treyarch's Wiki