Call of Duty 4: RainFX: Difference between revisions
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Note that some FX like ambient_runners are in the /main/xxx.iwd and do not need to be loaded in your CSV Zone File. | Note that some FX like ambient_runners are in the /main/xxx.iwd and do not need to be loaded in your CSV Zone File. | ||
Note that the technique described [[Call of Duty 4: Using Script Struct in Radiant|Here]]can be also used and might be easier. | Note that the technique described [[Call of Duty 4: Using Script Struct in Radiant|Here]] can be also used and might be easier. |
Revision as of 02:52, 16 October 2008
Create a Rain effect on your MP map using this tutorial.
In your mp_yourmap.gsc add the following. You will find your GSC file here (C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\raw\maps\mp), right after maps\mp\_load::main(); add the following:
maps\mp\mp_yourmap_fx::main();
Open Notepad and make a new file called mp_yourmap_fx and add the following infomations then save it to the same folder as your GSC Files.(C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\raw\maps\mp)
main() { level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_farm" ); level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" ); //ambient runners level._effect[ "water_noise_ud" ] = loadfx( "ambient_runners/mp_farm_water_noise_ud01" ); level._effect[ "water_noise" ] = loadfx( "ambient_runners/mp_farm_water_noise01" ); /# if ( getdvar( "clientSideEffects" ) != "1" ) maps\createfx\mp_yourmap_fx::main(); #/ }
Go in the directory "C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\raw\maps\" make a new Folder called: [b][i]createfx [/i] [/b],then inside that folder open notepad and make a file called
mp_yourmap_fx.gsc
Put the following into the created file:
main() { ent = maps\mp\_utility::createOneshotEffect( "rain_heavy_mist" ); ent.v[ "origin" ] = ( X, Y, Z ); ent.v[ "angles" ] = ( 270, 0, 0 ); ent.v[ "fxid" ] = "rain_heavy_mist"; ent.v[ "delay" ] = -15; ent = maps\mp\_utility::createOneshotEffect( "lightning" ); ent.v[ "origin" ] = ( X, Y, Z ); ent.v[ "angles" ] = ( 270, 0, 0 ); ent.v[ "fxid" ] = "lightning"; ent.v[ "delay" ] = -15; ent = maps\mp\_utility::createOneshotEffect( "water_noise_ud" ); ent.v[ "origin" ] = ( 0, 0, 0 ); ent.v[ "angles" ] = ( 270, 0, 0 ); ent.v[ "fxid" ] = "water_noise_ud"; ent.v[ "delay" ] = -15; ent = maps\mp\_utility::createOneshotEffect( "water_noise" ); ent.v[ "origin" ] = ( 0, 0, 0 ); ent.v[ "angles" ] = ( 270, 0, 0 ); ent.v[ "fxid" ] = "water_noise"; ent.v[ "delay" ] = -15; }
Note that X, Y, Z corresponds to the coordinate of the origin of the rain FX, the radius of this FX is about 2500*2000 so you might need to add more at different points to cover the entire map.
- Save and close file, in the CreateFX folder.
In your Compiler. open up you update zone-file button and add the following to your ZoneFile
fx,weather/rain_mp_farm fx,weather/lightning_mp_farm
Note that some FX like ambient_runners are in the /main/xxx.iwd and do not need to be loaded in your CSV Zone File.
Note that the technique described Here can be also used and might be easier.