Call of Duty 5: FXs

From COD Modding & Mapping Wiki
Revision as of 20:23, 23 December 2008 by Zeroy (talk | contribs)
Jump to navigation Jump to search

Creating your FX

#include maps\mp\_utility;

main()
{
        precacheFX();
        spawnFX();
}

precacheFX()
{
        level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium");
}

spawnFX()
{
        myEffect = playLoopedFx(level._effect["fx_mp_fire_medium"], 4, (0,0,0), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
}
  • Save the file as mp_yourmapname_fx.gsc in the same directory as your main script file.

  • Add the below line to your mp_yourmapname.gsc right under "maps\mp\_load::main();".
maps\mp\mp_yourmapname_fx::main();
  • Update your zone file with "rawfile,maps\mp\mp_yourmapname_fx.gsc" if it is missing.

rawfile,maps\mp\mp_yourmapname_fx.gsc
fx,maps/mp_maps/fx_mp_fire_medium

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.

spawnFX() function

spawnFX()
{
        myEffect = playLoopedFx(level._effect["fx_mp_fire_medium"], 4, (0,0,0), 0, anglestoforward ((270,0,0)), anglestoup((270,0,0)));
}
  • myEffect = playLoopedFx(level._effect["FX Name"], Repeat Rate in seconds, (position XYZ), 0, anglestoforward((Front direction XYZ)), anglestoup((Up direction XYZ)));



Sources: Treyarch's Wiki