Call of Duty 5: FXs: Difference between revisions
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(New page: center ===Creating your FX=== *Create a GSC file, Intro To Scripting but fill it with the text below instead. <pre> #include maps\mp\_utility; ...) |
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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> | |||
<pre> | <pre> | ||
#include maps\mp\_utility; | #include maps\mp\_utility; | ||
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</pre> | </pre> | ||
'''2.''' Save the file as mp_yourmapname_fx.gsc in the same directory as your main script file. | <font color="yellow">'''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 | |||
'''3.''' Add the below line to your mp_yourmapname.gsc right under </font> | |||
maps\mp\_load::main(); | |||
<pre> | <pre> | ||
maps\mp\mp_yourmapname_fx::main(); | maps\mp\mp_yourmapname_fx::main(); | ||
</pre> | </pre> | ||
'''4.''' Update your zone file with "rawfile,maps\mp\mp_yourmapname_fx.gsc" if it is missing.<br><br> | |||
<font color="yellow">'''4.''' Update your zone file with "rawfile,maps\mp\mp_yourmapname_fx.gsc" if it is missing.<br><br></font> | |||
---- | ---- | ||
===Description of your FX GSC=== | ===Description of your FX GSC=== | ||
'''1.''' Your main function. | |||
<font color="yellow">'''1.''' Your main function.</font> | |||
<pre> | <pre> | ||
main() | main() | ||
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*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. | *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 | <font color="yellow">'''2.''' precacheFX() function</font> | ||
<pre> | <pre> | ||
precacheFX() | precacheFX() | ||
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*'''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. | ||
'''3.''' spawnFX() function | <font color="yellow">'''3.''' spawnFX() function</font> | ||
<pre> | <pre> | ||
spawnFX() | spawnFX() |
Revision as of 00:07, 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.