Call of Duty 5: FXs

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.