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!
Code: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; } }

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