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Fx not appearing in game

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Created 11 years ago
by brandontr3
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1. So this is what i did in, waw\mods\mapname\maps\mapname.gsc under the line:
maps\_zombiemode::main();
i put
playfx (level._effect["fx_fog_zombie_amb"], getstruct("fog1scriptstruct","targetname").origin);
2. Then after:
level._effect["snow_thick"]         = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
i put in:
level._effect["fx_fog_zombie_amb"] = LoadFx ( "env/smoke/fx_fog_zombie_amb" );
3. Then in zone source\mapname.csv
i put fx,env/smoke/fx_fog_zombie_amb at the top
4. Then i made a script struct with these values:
key :    targetname
value:   fog1scriptstruct
//and
key:     angles
value:  -90 0 0

But for some reason just this one map only, this wont work and none of the effects are there. Did i miss something?
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Use script origin instead of struct and then do in new function:
Code Snippet
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fx_1 = getEnt("fx_1","targetname");
wait 1;
playFx(level._effect["number1_fx"], fx_1.origin);
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this is my code for fx. note I save them in fx/ (so there's no env/ or light/). I put the name as the script_noteworthy on the script_origin and add fx,fx_name in my csv

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#include maps\_anim; 
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;


_bam_fx()
{

bam_fx = GetEntArray( "bam_fx", "targetname" );


for(i=0;i<bam_fx.size;i++)
bam_fx[i] thread play_fx();


}

play_fx()
{

wait random(3);

if(!isDefined(level._effect[self.script_noteworthy]))
level._effect[self.script_noteworthy] = loadfx(self.script_noteworthy);

self.tag_origin = spawn("script_model",self.origin);
self.tag_origin setmodel("tag_origin");
self.tag_origin.angles = self.angles;

playfxontag(level._effect[self.script_noteworthy],self.tag_origin,"tag_origin");


self delete();

}


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alright thanks guys! :)

 
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