lovemakers
30th July 2013, 18:12
Hey guys,
following problem: As you can see below, I posted the script. If I start the map, only the music gets played, and no FX appears.
Is it proper, if I take player.origin?
I already used developer, but no errors. Music plays fine, only the FX doesn't appear. I need it only in one room, so I thought it would be okay to play the FX on the player which used the use_Touch_trigger.
I've added a few wait commands between the FXs, because I want to play the FXs in certain moments of the song, so I've calculated when which FX is needed. Did I do that in the correct way? Or is there any other way?
Do I have to add any .csv file to load the FXs ? In Call of Duty 4 actually you always have to type in the mod.csv the effects you need.
Please help me.
Thanks in advance!
main()
{
maps\mp\_load::main();
thread _PrecacheFX();
thread song1();
thread song2();
setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_france");
game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3") ;
}
_PrecacheFX()
{
level._effect["mp_lmfao_blinking_diff_colors"] = loadfx ("fx/fire/mp_lmfao_blinking_diff_colors.efx");
level._effect["mp_lmfao_blue_circle_5sec"] = loadfx ("fx/fire/mp_lmfao_blue_circle_5sec.efx");
level._effect["mp_lmfao_cyan_smoke_40_sec"] = loadfx ("fx/fire/mp_lmfao_cyan_smoke_40_sec.efx");
level._effect["mp_lmfao_flash_light_7sec_blue"] = loadfx ("fx/fire/mp_lmfao_flash_light_7sec_blue.efx");
level._effect["mp_lmfao_flash_light_7sec_pink"] = loadfx ("fx/fire/mp_lmfao_flash_light_7sec_pink.efx");
level._effect["mp_lmfao_flash_light_7sec_red"] = loadfx ("fx/fire/mp_lmfao_flash_light_7sec_red.efx");
level._effect["mp_lmfao_flash_light_7sec_white"] = loadfx ("fx/fire/mp_lmfao_flash_light_7sec_white.efx");
level._effect["mp_lmfao_flash_light_7sec_yellow"] = loadfx ("fx/fire/mp_lmfao_flash_light_7sec_yellow.efx");
level._effect["mp_lmfao_green_smoke_40_sec"] = loadfx ("fx/fire/mp_lmfao_green_smoke_40_sec.efx");
level._effect["mp_lmfao_pink_circle_5sec"] = loadfx ("fx/fire/mp_lmfao_pink_circle_5sec.efx");
level._effect["mp_lmfao_red_circle_5sec"] = loadfx ("fx/fire/mp_lmfao_red_circle_5sec.efx");
level._effect["mp_lmfao_white_circle_5sec"] = loadfx ("fx/fire/mp_lmfao_white_circle_5sec.efx");
level._effect["mp_lmfao_yellow_circle_5sec"] = loadfx ("fx/fire/mp_lmfao_yellow_circle_5sec.efx");
}
song1()
{
music = getEnt("trigger_roll", "targetname");
while(1)
{
music waittill("trigger");
musicStop();
musicPlay("song1");
wait 1;
}
}
song2()
{
music = getEnt("trigger_bang", "targetname");
player = getent("player","classname");
while(1)
{
music waittill("trigger");
wait 26;
player iprintlnbold("Disco!");
musicStop();
musicPlay("song2");
playfx ( level._effect["mp_lmfao_cyan_smoke_40_sec"], player.origin );
playfx ( level._effect["mp_lmfao_flash_light_7sec_blue"], player.origin );
playfx ( level._effect["mp_lmfao_flash_light_7sec_white"], player.origin );
wait 18;
playfx ( level._effect["mp_lmfao_yellow_circle_5sec"], player.origin );
playfx ( level._effect["mp_lmfao_green_smoke_40_sec"], player.origin );
wait 5;
playfx ( level._effect["mp_lmfao_flash_light_7sec_yellow"], player.origin );
wait 7;
playfx ( level._effect["mp_lmfao_white_circle_5sec"], player.origin );
playfx ( level._effect["mp_lmfao_cyan_smoke_40_sec"], player.origin );
wait 34;
playfx ( level._effect["mp_lmfao_blinking_diff_colors"], player.origin );
wait 10;
playfx ( level._effect["mp_lmfao_red_circle_5sec"], player.origin );
playfx ( level._effect["mp_lmfao_flash_light_7sec_red"], player.origin );
wait 5;
playfx ( level._effect["mp_lmfao_pink_circle_5sec"], player.origin );
playfx ( level._effect["mp_lmfao_flash_light_7sec_white"], player.origin );
wait 7;
playfx ( level._effect["mp_lmfao_flash_light_7sec_pink"], player.origin );
wait 7;
playfx ( level._effect["mp_lmfao_blue_circle_5sec"], player.origin );
playfx ( level._effect["mp_lmfao_green_smoke_40_sec"], player.origin );
wait 10;
playfx ( level._effect["mp_lmfao_blinking_diff_colors"], player.origin );
wait 1;
}
}
following problem: As you can see below, I posted the script. If I start the map, only the music gets played, and no FX appears.
Is it proper, if I take player.origin?
I already used developer, but no errors. Music plays fine, only the FX doesn't appear. I need it only in one room, so I thought it would be okay to play the FX on the player which used the use_Touch_trigger.
I've added a few wait commands between the FXs, because I want to play the FXs in certain moments of the song, so I've calculated when which FX is needed. Did I do that in the correct way? Or is there any other way?
Do I have to add any .csv file to load the FXs ? In Call of Duty 4 actually you always have to type in the mod.csv the effects you need.
Please help me.
Thanks in advance!
main()
{
maps\mp\_load::main();
thread _PrecacheFX();
thread song1();
thread song2();
setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_france");
game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3") ;
}
_PrecacheFX()
{
level._effect["mp_lmfao_blinking_diff_colors"] = loadfx ("fx/fire/mp_lmfao_blinking_diff_colors.efx");
level._effect["mp_lmfao_blue_circle_5sec"] = loadfx ("fx/fire/mp_lmfao_blue_circle_5sec.efx");
level._effect["mp_lmfao_cyan_smoke_40_sec"] = loadfx ("fx/fire/mp_lmfao_cyan_smoke_40_sec.efx");
level._effect["mp_lmfao_flash_light_7sec_blue"] = loadfx ("fx/fire/mp_lmfao_flash_light_7sec_blue.efx");
level._effect["mp_lmfao_flash_light_7sec_pink"] = loadfx ("fx/fire/mp_lmfao_flash_light_7sec_pink.efx");
level._effect["mp_lmfao_flash_light_7sec_red"] = loadfx ("fx/fire/mp_lmfao_flash_light_7sec_red.efx");
level._effect["mp_lmfao_flash_light_7sec_white"] = loadfx ("fx/fire/mp_lmfao_flash_light_7sec_white.efx");
level._effect["mp_lmfao_flash_light_7sec_yellow"] = loadfx ("fx/fire/mp_lmfao_flash_light_7sec_yellow.efx");
level._effect["mp_lmfao_green_smoke_40_sec"] = loadfx ("fx/fire/mp_lmfao_green_smoke_40_sec.efx");
level._effect["mp_lmfao_pink_circle_5sec"] = loadfx ("fx/fire/mp_lmfao_pink_circle_5sec.efx");
level._effect["mp_lmfao_red_circle_5sec"] = loadfx ("fx/fire/mp_lmfao_red_circle_5sec.efx");
level._effect["mp_lmfao_white_circle_5sec"] = loadfx ("fx/fire/mp_lmfao_white_circle_5sec.efx");
level._effect["mp_lmfao_yellow_circle_5sec"] = loadfx ("fx/fire/mp_lmfao_yellow_circle_5sec.efx");
}
song1()
{
music = getEnt("trigger_roll", "targetname");
while(1)
{
music waittill("trigger");
musicStop();
musicPlay("song1");
wait 1;
}
}
song2()
{
music = getEnt("trigger_bang", "targetname");
player = getent("player","classname");
while(1)
{
music waittill("trigger");
wait 26;
player iprintlnbold("Disco!");
musicStop();
musicPlay("song2");
playfx ( level._effect["mp_lmfao_cyan_smoke_40_sec"], player.origin );
playfx ( level._effect["mp_lmfao_flash_light_7sec_blue"], player.origin );
playfx ( level._effect["mp_lmfao_flash_light_7sec_white"], player.origin );
wait 18;
playfx ( level._effect["mp_lmfao_yellow_circle_5sec"], player.origin );
playfx ( level._effect["mp_lmfao_green_smoke_40_sec"], player.origin );
wait 5;
playfx ( level._effect["mp_lmfao_flash_light_7sec_yellow"], player.origin );
wait 7;
playfx ( level._effect["mp_lmfao_white_circle_5sec"], player.origin );
playfx ( level._effect["mp_lmfao_cyan_smoke_40_sec"], player.origin );
wait 34;
playfx ( level._effect["mp_lmfao_blinking_diff_colors"], player.origin );
wait 10;
playfx ( level._effect["mp_lmfao_red_circle_5sec"], player.origin );
playfx ( level._effect["mp_lmfao_flash_light_7sec_red"], player.origin );
wait 5;
playfx ( level._effect["mp_lmfao_pink_circle_5sec"], player.origin );
playfx ( level._effect["mp_lmfao_flash_light_7sec_white"], player.origin );
wait 7;
playfx ( level._effect["mp_lmfao_flash_light_7sec_pink"], player.origin );
wait 7;
playfx ( level._effect["mp_lmfao_blue_circle_5sec"], player.origin );
playfx ( level._effect["mp_lmfao_green_smoke_40_sec"], player.origin );
wait 10;
playfx ( level._effect["mp_lmfao_blinking_diff_colors"], player.origin );
wait 1;
}
}