Call of Duty 4: Using Script Struct in Radiant

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Revision as of 02:05, 16 October 2008 by Zeroy (talk | contribs)
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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