UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Help with Electirc cherry FX

broken avatar :(
Created 10 years ago
by tannnnnaiirrr
0 Members and 1 Guest are viewing this topic.
2,217 views
broken avatar :(
×
broken avatar :(
Location: usindiana
Date Registered: 8 December 2013
Last active: 8 years ago
Posts
235
Respect
Forum Rank
Mr. Elemental
Primary Group
Member
My Contact & Social Links
More
×
tannnnnaiirrr's Groups
So Ive added Electric Cherry thanks to bam. And it works fine, except when I reload, the electric effect doesnt appear... and yes, I DO Have the required FX in my DLC3_code. If it helps any, I get an error that says WARNING: bad type '/fx' Help?

Last Edit: August 03, 2014, 12:40:38 am by tannnnnaiirrr
broken avatar :(
×
broken avatar :(
UM Member, Mapper and 3d Modeler
Location: ca
Date Registered: 8 February 2014
Last active: 3 years ago
Posts
835
Respect
Forum Rank
The Decider
Primary Group
Community Mapper
My Groups
More
My Contact & Social Links
More
Personal Quote
Port Arthur
Signature
×
pashan's Groups
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
So Ive added Electric Cherry thanks to bam. And it works fine, except when I reload, the electric effect doesnt appear... and yes, I DO Have the required FX in my DLC3_code. If it helps any, I get an error that says WARNING: bad type '/fx' Help?

EDIT: Got the FX warning to go away, but it still doesn't work

i may not be right, but get rid of the / from the fx in the mod.csv
broken avatar :(
×
broken avatar :(
Location: usindiana
Date Registered: 8 December 2013
Last active: 8 years ago
Posts
235
Respect
Forum Rank
Mr. Elemental
Primary Group
Member
My Contact & Social Links
More
×
tannnnnaiirrr's Groups
i may not be right, but get rid of the / from the fx in the mod.csv
That isn't even in my mod.csv
broken avatar :(
  • n123q45
  • Deleted Member
×
broken avatar :(
n123q45
This user is deleted :(
well it would help if we saw what u put in ur dlc3_code
broken avatar :(
×
broken avatar :(
Location: nlNetherlands
Date Registered: 13 September 2013
Last active: 6 years ago
Posts
43
Respect
Forum Rank
Legless Crawler
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Personal Quote
Kill all the zombies
×
basziee's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
basziee's Contact & Social Linksbaszieeschnitzel--
you need to add this into your dlc3_code.gsc

Code Snippet
Plaintext
	level._effect["tesla_bolt"]				= loadfx( "maps/zombie/fx_zombie_tesla_bolt_secondary" );
level._effect["tesla_shock"] = loadfx( "maps/zombie/fx_zombie_tesla_shock" );
level._effect["tesla_shock_secondary"] = loadfx( "maps/zombie/fx_zombie_tesla_shock_secondary" );
Last Edit: August 03, 2014, 06:29:43 am by basziee
broken avatar :(
×
broken avatar :(
Location: usindiana
Date Registered: 8 December 2013
Last active: 8 years ago
Posts
235
Respect
Forum Rank
Mr. Elemental
Primary Group
Member
My Contact & Social Links
More
×
tannnnnaiirrr's Groups
you need to add this into your dlc3_code.gsc

Code Snippet
Plaintext
	level._effect["tesla_bolt"]				= loadfx( "maps/zombie/fx_zombie_tesla_bolt_secondary" );
level._effect["tesla_shock"] = loadfx( "maps/zombie/fx_zombie_tesla_shock" );
level._effect["tesla_shock_secondary"] = loadfx( "maps/zombie/fx_zombie_tesla_shock_secondary" );
I did already, that is why I'm confused. Could it have something to do with the FX warning I get when I compile?
Last Edit: August 03, 2014, 07:06:03 pm by tannnnnaiirrr
broken avatar :(
×
broken avatar :(
Location: se
Date Registered: 30 July 2013
Last active: 2 weeks ago
Posts
517
Respect
Forum Rank
Zombie Enslaver
Primary Group
Community Scripter
My Groups
More
My Contact & Social Links
More
×
Ege115's Groups
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Ege115's Contact & Social LinksEge115
Try to add the fx's in mapname.gsc

in mapname.gsc search for,
Code Snippet
Plaintext
PreCacheMyFx()
and inside that function add the fx's.
Code Snippet
Plaintext
level._effect["tesla_bolt"]				= loadfx( "maps/zombie/fx_zombie_tesla_bolt_secondary" );
level._effect["tesla_shock"] = loadfx( "maps/zombie/fx_zombie_tesla_shock" );
level._effect["tesla_shock_secondary"] = loadfx( "maps/zombie/fx_zombie_tesla_shock_secondary" );

That is how I always include fx's plus the csv files.
broken avatar :(
×
broken avatar :(
Location: usindiana
Date Registered: 8 December 2013
Last active: 8 years ago
Posts
235
Respect
Forum Rank
Mr. Elemental
Primary Group
Member
My Contact & Social Links
More
×
tannnnnaiirrr's Groups
Try to add the fx's in mapname.gsc

in mapname.gsc search for,
Code Snippet
Plaintext
PreCacheMyFx()
and inside that function add the fx's.
Code Snippet
Plaintext
level._effect["tesla_bolt"]				= loadfx( "maps/zombie/fx_zombie_tesla_bolt_secondary" );
level._effect["tesla_shock"] = loadfx( "maps/zombie/fx_zombie_tesla_shock" );
level._effect["tesla_shock_secondary"] = loadfx( "maps/zombie/fx_zombie_tesla_shock_secondary" );

That is how I always include fx's plus the csv files.
Here is my FX for DLC3_code
Code Snippet
Plaintext
// Scripted FX
level._effect["large_ceiling_dust"] = LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );
level._effect["poltergeist"] = LoadFx( "misc/fx_zombie_couch_effect" );
level._effect["gasfire"] = LoadFx("destructibles/fx_dest_fire_vert");
level._effect["switch_sparks"] = loadfx("env/electrical/fx_elec_wire_spark_burst");
level._effect["wire_sparks_oneshot"] = loadfx("env/electrical/fx_elec_wire_spark_dl_oneshot");

level._effect["rise_burst"] = LoadFx("maps/mp_maps/fx_mp_zombie_hand_dirt_burst");
level._effect["rise_billow"] = LoadFx("maps/mp_maps/fx_mp_zombie_body_dirt_billowing");
level._effect["rise_dust"] = LoadFx("maps/mp_maps/fx_mp_zombie_body_dust_falling");

level._effect["dog_eye_glow"] = loadfx("maps/zombie/fx_zombie_dog_eyes");
level._effect["dog_gib"] = loadfx( "maps/zombie/fx_zombie_dog_explosion" );
level._effect["dog_trail_fire"] = loadfx("maps/zombie/fx_zombie_dog_fire_trail");
level._effect["dog_trail_ash"] = loadfx("maps/zombie/fx_zombie_dog_ash_trail");
level._effect["dog_breath"] = Loadfx("maps/zombie/fx_zombie_dog_breath");

level._effect["lght_marker"] = Loadfx("maps/zombie/fx_zombie_factory_marker");
level._effect["lght_marker_flare"] = Loadfx("maps/zombie/fx_zombie_factory_marker_fl");

level._effect["betty_explode"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic");
level._effect["betty_trail"] = loadfx("weapon/bouncing_betty/fx_betty_trail");

level._effect["zapper_fx"] = loadfx("misc/fx_zombie_zapper_powerbox_on");
level._effect["zapper"] = loadfx("misc/fx_zombie_electric_trap");
level._effect["zapper_wall"] = loadfx("misc/fx_zombie_zapper_wall_control_on");
level._effect["zapper_light_ready"] = loadfx("maps/zombie/fx_zombie_light_glow_green");
level._effect["zapper_light_notready"] = loadfx("maps/zombie/fx_zombie_light_glow_red");
level._effect["elec_room_on"] = loadfx("fx_zombie_light_elec_room_on");
level._effect["elec_md"] = loadfx("env/electrical/fx_elec_player_md");
level._effect["elec_sm"] = loadfx("env/electrical/fx_elec_player_sm");
level._effect["elec_torso"] = loadfx("env/electrical/fx_elec_player_torso");

level._effect["elec_trail_one_shot"] = loadfx("misc/fx_zombie_elec_trail_oneshot");
level._effect["wire_spark"] = loadfx("maps/zombie/fx_zombie_wire_spark");
level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );

// Create FX

if( isDefined( level.DLC3.myFX ) )
{
[[level.DLC3.myFX]]();
}

level._effect["transporter_beam"]           = loadfx("maps/zombie/fx_transporter_beam");
level._effect["transporter_pad_start"]     = loadfx("maps/zombie/fx_transporter_pad_start");
level._effect["transporter_start"]         = loadfx("maps/zombie/fx_transporter_start");
level._effect["transporter_ambient"]       = loadfx("maps/zombie/fx_transporter_ambient");
level._effect["zombie_mainframe_link_all"] = loadfx("maps/zombie/fx_zombie_mainframe_link_all");
level._effect["zombie_mainframe_link_single"] = loadfx("maps/zombie/fx_zombie_mainframe_link_single");
level._effect["zombie_mainframe_linked"]       = loadfx("maps/zombie/fx_zombie_mainframe_linked");
level._effect["zombie_mainframe_beam"]       = loadfx("maps/zombie/fx_zombie_mainframe_beam");
level._effect["zombie_mainframe_flat"]       = loadfx("maps/zombie/fx_zombie_mainframe_flat");
level._effect["zombie_mainframe_flat_start"]   = loadfx("maps/zombie/fx_zombie_mainframe_flat_start");
level._effect["zombie_mainframe_beam_start"]   = loadfx("maps/zombie/fx_zombie_mainframe_beam_start");
level._effect["zombie_flashback_american"]     = loadfx("maps/zombie/fx_zombie_flashback_american");
level._effect["gasfire2"]                   = Loadfx("destructibles/fx_dest_fire_vert");
level._effect["mp_light_lamp"]               = Loadfx("maps/mp_maps/fx_mp_light_lamp");
level._effect["zombie_difference"]             = loadfx("maps/zombie/fx_zombie_difference");
level._effect["zombie_mainframe_steam"]         = loadfx("maps/zombie/fx_zombie_mainframe_steam");
level._effect["zombie_heat_sink"]               = loadfx("maps/zombie/fx_zombie_heat_sink");
level._effect["mp_smoke_stack"]             = loadfx("maps/mp_maps/fx_mp_smoke_stack");
level._effect["mp_elec_spark_fast_random"]   = loadfx("maps/mp_maps/fx_mp_elec_spark_fast_random");
level._effect["tesla_bolt"] = loadfx( "maps/zombie/fx_zombie_tesla_bolt_secondary" );
level._effect["tesla_shock"] = loadfx( "maps/zombie/fx_zombie_tesla_shock" );
level._effect["tesla_shock_secondary"] = loadfx( "maps/zombie/fx_zombie_tesla_shock_secondary" );
level._effect["zombie_elec_gen_idle"]       = loadfx("misc/fx_zombie_elec_gen_idle");
level._effect["zombie_moon_eclipse"]           = loadfx("maps/zombie/fx_zombie_moon_eclipse");
level._effect["zombie_clock_hand"]             = loadfx("maps/zombie/fx_zombie_clock_hand");
level._effect["zombie_elec_pole_terminal"]     = loadfx("maps/zombie/fx_zombie_elec_pole_terminal");
level._effect["mp_elec_broken_light_1shot"]     = loadfx("maps/mp_maps/fx_mp_elec_broken_light_1shot");
level._effect["mp_light_lamp_no_eo"]         = loadfx("maps/mp_maps/fx_mp_light_lamp_no_eo");
level._effect["zombie_packapunch"]             = loadfx("maps/zombie/fx_zombie_packapunch");
level._effect["electric_short_oneshot"] = loadfx("env/electrical/fx_elec_short_oneshot");

here is mapname.gsc
Code Snippet
Plaintext
main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\zombie_radiation_art::main;
level.DLC3.createFX = maps\createfx\zombie_radiation_fx::main;
// level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();
level._effect["tesla_bolt"] = loadfx( "maps/zombie/fx_zombie_tesla_bolt_secondary" );
level._effect["tesla_shock"] = loadfx( "maps/zombie/fx_zombie_tesla_shock" );
level._effect["tesla_shock_secondary"] = loadfx( "maps/zombie/fx_zombie_tesla_shock_secondary" );
but still doesn't work
broken avatar :(
×
broken avatar :(
Location: nlNetherlands
Date Registered: 13 September 2013
Last active: 6 years ago
Posts
43
Respect
Forum Rank
Legless Crawler
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Personal Quote
Kill all the zombies
×
basziee's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
basziee's Contact & Social Linksbaszieeschnitzel--
Did you change anything to the tesla fx?

 
Loading ...