Call of Duty 4: Using Script Struct in Radiant
Add FXs to your custom maps #2
The Fx you can spawn using this tutorial are as follow:
- fire/firelp_barrel_pm
- misc/lighthaze
- misc/lighthaze_bog_a
- misc/light_glow_white
- misc/lighthaze_villassault
- fire/firelp_med_pm_nodistort
- fire/tire_fire_med
- misc/power_tower_light_red_blink
In the example below i am using the fire/firelp_barrel_pm which will result in this:
- In Radiant, open your map/prefab - Where you want the FX to appear, Right click and select [b]Script>Struct[/b] - With the newly create script_struct hit "n" to bring up the properties - Add the following key/values to it:
Key: targetname Value: barrel_fireFX_origin (see below for the other FX targetname)
- Press Enter to validate
optional
- Specify the Angles for the FX to spawn (if not specified 0,0,0 is used):
- With the created script_struct properties opened, enter the following key/value
Key: angles Value: Depends on the direction you want to the FX to show, for Fire (going upwards) it would be 180 0 0 ; For a Streetlight (pointing downwards) it would be 90 0 0
- Press Enter to validate
The Radiant step is now over, left to make sure you have the following line in your /raw/maps/mp/mp_yourmap.gsc:
maps\mp\_load::main();
Finally add the FX itself to your /zone_source/mp_yourmap.csv:
fx,fire/firelp_barrel_pm
In this example.
Targetname for the FX usuable in this tutorial (in BOLD):
- fire/firelp_barrel_pm: barrel_fireFX_origin
- misc/lighthaze: ch_streetlight_02_FX_origin
- misc/lighthaze_bog_a: me_streetlight_01_FX_origin
- misc/light_glow_white: ch_street_light_01_on
- misc/lighthaze_villassault: highway_lamp_post
- fire/firelp_med_pm_nodistort: me_dumpster_fire_FX_origin
- fire/tire_fire_med: com_tires_burning01_FX_origin
- misc/power_tower_light_red_blink: icbm_powerlinetower_FX_origin