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snow fx issue.

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Created 10 years ago
by c.h.n
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hey guys i'm having problems with snow fx. the snow in my map goes through buildings even though i chose kill impact on physics. if i make element type bilboard sprite and set physics to kill impact, it doesn't go through buildings but then the element count in the map is around 800 and considering the element limit is 2048 it's not a good idea to do that. thanks in advance.




My snow fx
http://www.mediafire.com/download/r9cx9rnt4i3z8y5/snow_fx.rar
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  • rdvlpr
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If i remember correctly weather fx goes through patches but not through brushes. I'm not sure if that's the case for you?
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yes it goes through the brushes. also i don't think i did anythign wrong scripting wise.
CoDWaW snow

derberg.cvs
Code Snippet
Plaintext
fx,env/weather/fx_snow_blizzard_intense

Maps/Derberg.gsc
Code Snippet
Plaintext
level.DLC3.useSnow = true;

preCacheMyFX()
{
   
level._effect["snow_blizzard"]                                          = loadfx("env/weather/fx_snow_blizzard_intense");

}

clientscripts/derberg.csc
Code Snippet
Plaintext
preCacheMyFX()
{
   
level._effect["snow_blizzard"]                                          = loadfx("env/weather/fx_snow_blizzard_intense");

}

Maps/dlc_code.gsc
Code Snippet
Plaintext
DLC3_threadCalls2()
{
        if( isDefined( level.DLC3.useSnow ) && level.DLC3.useSnow )
{
level thread player_Snow();
}
}

player_Snow()
{
players = get_players();
array_thread( players, ::_player_Snow );
}

_player_Snow()
{
self endon("death");
self endon("disconnect");

for (;;)
{
playfx ( level._effect["snow_blizzard"], self.origin + (0,0,0));
wait (0.2);
}
}

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Use only the light snow fx and edit that to make the intense snow.

Fx setting.
count ...1 to 0
change "one shot" to "looping"
Change the "interval"to make fx more or less snow.
change "life" to reduce elements time on screen.
Playfx (level._effect["snowfx"], getstruct("snowstruct",targetname").origin);
Last Edit: January 09, 2015, 08:49:06 pm by codmoddd1234
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  • rdvlpr
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Try to adjust the FX height.

From:

Code Snippet
Plaintext
playfx ( level._effect["snow_blizzard"], self.origin + (0,0,0));

To:

Code Snippet
Plaintext
playfx ( level._effect["snow_blizzard"], self.origin + (0,0,700));

I'm not sure if that works but it's worth a shot i think.
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Try to adjust the FX height.

From:

Code Snippet
Plaintext
playfx ( level._effect["snow_blizzard"], self.origin + (0,0,0));

To:

Code Snippet
Plaintext
playfx ( level._effect["snow_blizzard"], self.origin + (0,0,700));

I'm not sure if that works but it's worth a shot i think.
that probably won't work when the players are in a building where the ceiling is high.
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drago
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are your brushes detail or structural?

Double Post Merge: January 09, 2015, 10:02:05 pm
Try to adjust the FX height.
From:
Code Snippet
Plaintext
playfx ( level._effect["snow_blizzard"], self.origin + (0,0,0));
To:
Code Snippet
Plaintext
playfx ( level._effect["snow_blizzard"], self.origin + (0,0,700));
I'm not sure if that works but it's worth a shot i think.

from my experience that will make the fx to not be visible
Last Edit: January 09, 2015, 10:02:05 pm by jjbradman
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are your brushes detail or structural?
i think it's probably the scripts he's using. i asked him if he used any script placers and he said he never used one and apparently he does everything on nazi_zombie_tutorial. i think it'll be fixed if he uses ugx mod tools patch and creates a map with the script placer.
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drago
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i think it's probably the scripts he's using. i asked him if he used any script placers and he said he never used one and apparently he does everything on nazi_zombie_tutorial. i think it'll be fixed if he uses ugx mod tools patch and creates a map with the script placer.
scripts(ugx or not) just do a for loop, nothing special.
i would go over the fx not being correctly set-up in fx editor or brushes sutff

 
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