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Adding fog to a certain area?

HOT
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Created 12 years ago
by Suffocating Edge
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Suffocating Edge's Contact & Social LinksZasah_CzombieedgeZasah_lewis
One final effort... try adding this to your MAPNAME.csv in zone source:

Code Snippet
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// fog at edge of level
fx,env/smoke/fx_fog_zombie_amb
fx,env/light/fx_ray_sun_sm_short

i'm completely out of ideas now... lol

Still no result. :(

I'll try again tomorrow!
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Code Snippet
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fx_start()
{
fx_init(level._effect["zombie_fog"], "amb_long");
}
fx_init(fx, key)
{
if(isdefined(fx) && isdefined(key) )
{
fx_spawn = getentarray(key, "targetname");

for( i = 0; i < fx_spawn.size; i++ )
{
PlayLoopedFX(fx, 1, fx_spawn[i].origin);
}
}
}
There, corrected that for you. Most fog fx need to be looped. ;)

Edit: Nope, most fog fx don't need looping. xD #Idiot
Last Edit: April 17, 2014, 07:27:35 pm by JR-Imagine
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lmao. Too funny.

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There, corrected that for you. Most fog fx need to be looped. ;)

Would auto looped FX be glitched if they where looped again by this function?
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Would auto looped FX be glitched if they where looped again by this function?
Yes, it would multiply itself rapidly until the engine refuses to draw any more copies. If the fx is looping, you dont need to loop it. If the fx has a set lifetime, you need to loop it on its lifetime in script.
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Yes, it would multiply itself rapidly until the engine refuses to draw any more copies. If the fx is looping, you dont need to loop it. If the fx has a set lifetime, you need to loop it on its lifetime in script.

figured something bad would happen.

To OP: The FX "zombie_amb" auto loops, so don't loop the function.
Last Edit: April 17, 2014, 04:53:05 pm by daedra descent

 
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