[Tutorial] Black Ops 2 Style Wall Weapon FX

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by Scobalula
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Note: When I say root, I mean your CoD WaW Folder.


Download this RAR:

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Place the raw folder in your Call of Duty Root folder.

Open your mapname.gsc (You should know where it is) and find this:

maps\_zombiemode::main();

Add this under it:

	wall_weaps = GetEntArray("weapon_upgrade","targetname");
for(i=0;i<wall_weaps.size;i++)
playFx(level._effect["wall_weapon_light"], wall_weaps[i].origin);


So it will look something like this:

        maps\_zombiemode::main();
wall_weaps = GetEntArray("weapon_upgrade","targetname");
for(i=0;i<wall_weaps.size;i++)
playFx(level._effect["wall_weapon_light"], wall_weaps[i].origin);

In preCacheMyFX function add this:

level._effect["wall_weapon_light"] = loadfx("weapon/fx_wallweapon_light");

Then go to zone_source and open your mapname.csv and add this into it:

fx,weapon/fx_wallweapon_light

After that you're done, the game will automatically add this FX to the trigger of wall weapons.

Since this uses your weapon's trigger make sure to place it accordingly in Radiant.

Thanks to:

HitmanVere - Script
MakeCents - Suggesting this 1000 times easier method and extensive help.
Harry Bo21 - Extensive help also.
CreeperFace - Suggesting the tutorial in whole.

Last Edit: May 30, 2016, 10:08:53 pm by Scobalula
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it can be done with Easy FX? or you dont try it?
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it can be done with Easy FX? or you dont try it?

The reason I done the tutorial via client scripts is so that it covers everyone, I stated at the bottom if people want to use Easy FX they can, just follow treminaor's tutorial on the wiki for it. :)
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Think about using, by YaPh1l:
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For you csc. I makes it easier to get the positiion and move things around and doesn't hurt to put a script_struct in the prefab.
Last Edit: July 02, 2015, 04:38:20 pm by MakeCents
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tbh I really don't mind what way people go about putting the FX in their map, they can use Phil's or they can use Trem's Easy FX, don't really mind, once again the reason I done the client script way in this tutorial is to cover everyone, I could put Easy FX Tutorial here but then not everyone is using Easy FX, but I know for a fact this method will work for everyone.

My end goal is that for people that who want that Black Ops 2 wall weapon FX in their map, can do so using this, and if they want to use another method to put it in their map, then that's ok.
Last Edit: July 02, 2015, 04:52:20 pm by Scobalula
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tbh I really don't mind what way people go about putting the FX in their map, they can use Phil's or they can use Trem's Easy FX, don't really mind, once again the reason I done the client script way in this tutorial is to cover everyone, I could put Easy FX Tutorial here but then not everyone is using Easy FX, but I know for a fact this method will work for everyone.

My end goal is that for people that who want that Black Ops 2 wall weapon FX in their map, can do so using this, and if they want to use another method to put it in their map, then that's ok.

Alright, just trying help. I didn't see you deleting the origin after adding it, so figured I'd make a suggestion that doesn't contribute to gspawn, and makes your life a bit easier, is all. But really, you should be able to incorporate this into the weapon prob. Without doing easy fx or csc. Just by adding like one line to _zombiemode_weapons, for the play fx part.
Last Edit: July 02, 2015, 05:15:26 pm by MakeCents
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Alright, just trying help. I didn't see you deleting the origin after adding it, so figured I'd make a suggestion that doesn't contribute to gspawn, and makes your life a bit easier, is all. But really, you should be able to incorporate this into the weapon prob. Without doing easy fx or csc. Just by adding like one line to _zombiemode_weapons, for the play fx part.

I'll look into that, I was not aware also leaving the script_origin could contribute to a g_spawn error. lol I added to the tut to tell people to delete it.

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I'll look into that, I was not aware also leaving the script_origin could contribute to a g_spawn error. lol I added to the tut to tell people to delete it.

Cool. Origins are ents so... I once added 30+ in a map and was already close to 1000 ents, and I had a field day. Swapped out for structs, modified script, all worries done, lol.
Last Edit: July 02, 2015, 06:02:12 pm by MakeCents
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How is this different/better to this?

http://ugx-mods.com/forum/index.php?topic=2011.0

This one by Bam seems a lot easier to implement also, no need to mess around with coordinates in Radiant.
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How is this different/better to this?

http://ugx-mods.com/forum/index.php?topic=2011.0

This one by Bam seems a lot easier to implement also, no need to mess around with coordinates in Radiant.

Well this tut is dif cause bam spawns an ent. This tut doesn't. But really, you can just play fx on the weapon, it is an ent too. Or even play fx at the origin of the trig, unless the angle matters.
Last Edit: July 02, 2015, 07:14:17 pm by MakeCents
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Well this tut is dif cause bam spawns an ent. This tut doesn't. But really, you can just play fx on the weapon, it is an ent too. Or even play fx at the origin of the trig, unless the angle matters.

Angle's don't matter so I could do that.

How is this different/better to this?

http://ugx-mods.com/forum/index.php?topic=2011.0

This one by Bam seems a lot easier to implement also, no need to mess around with coordinates in Radiant.

Never said mine was better or different, wasn't aware of his tutorial also, tried searching for something similar, so did CreeperFace, couldn't find anything, but tbh never had much luck with the search on here.. If people want to use that and find it easy then go for it. :D
Last Edit: July 02, 2015, 07:26:46 pm by Scobalula
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Well this tut is dif cause bam spawns an ent. This tut doesn't. But really, you can just play fx on the weapon, it is an ent too. Or even play fx at the origin of the trig, unless the angle matters.
Yea I just did playFX on the weapon model, but ive always been curious about csc scripting, so still a good read lol
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Well I tried doing it but I am new to scripting so it's all trial and error for me and obviosuly this is error.

My #1 attemt was via just adding playfx to the original funtion in _zombiemode_weapons.gsc like so:

init_weapon_upgrade()
{
weapon_spawns = [];
weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );
playfx("wall_weapon_light", weapon_spawns.origin);

for( i = 0; i < weapon_spawns.size; i++ )
{
hint_string = get_weapon_hint( weapon_spawns[i].zombie_weapon_upgrade );

weapon_spawns[i] SetHintString( hint_string );
weapon_spawns[i] setCursorHint( "HINT_NOICON" );
weapon_spawns[i] UseTriggerRequireLookAt();

weapon_spawns[i] thread weapon_spawn_think();
model = getent( weapon_spawns[i].target, "targetname" );
model hide();
}
}


When that didn't work I just made a new GSC and called it in my maps GSC:

wall_weapon_light_fx()
{
weap_light = getEntArray("weapon_upgrade","targetname");
loadfx("weapon/fx_wallweapon_light");

while(1)

{
playFX("wall_weapon_light", weap_light.origin);
                wait 0.5;
}



}

But didn't work either, if I could get this to work it would make the whole process 100 times easier. :P
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Well I tried doing it but I am new to scripting so it's all trial and error for me and obviosuly this is error.

My #1 attemt was via just adding playfx to the original funtion in _zombiemode_weapons.gsc like so:

init_weapon_upgrade()
{
weapon_spawns = [];
weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );
playfx("wall_weapon_light", weapon_spawns.origin);

for( i = 0; i < weapon_spawns.size; i++ )
{
hint_string = get_weapon_hint( weapon_spawns[i].zombie_weapon_upgrade );

weapon_spawns[i] SetHintString( hint_string );
weapon_spawns[i] setCursorHint( "HINT_NOICON" );
weapon_spawns[i] UseTriggerRequireLookAt();

weapon_spawns[i] thread weapon_spawn_think();
model = getent( weapon_spawns[i].target, "targetname" );
model hide();
}
}


When that didn't work I just made a new GSC and called it in my maps GSC:

wall_weapon_light_fx()
{
weap_light = getEntArray("weapon_upgrade","targetname");
loadfx("weapon/fx_wallweapon_light");

while(1)

{
playFX("wall_weapon_light", weap_light.origin);
                wait 0.5;
}



}

But didn't work either, if I could get this to work it would make the whole process 100 times easier. :P
The first way you tried, you tried to play an fx on an array. Try it above the hint string instead, and don't forget the

The second, I don't think you loaded the fx right and again tried to play it on an array.
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init_weapon_upgrade()
{
weapon_spawns = [];
weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );
// playfx("wall_weapon_light", weapon_spawns.origin); // not here

for( i = 0; i < weapon_spawns.size; i++ )
{
hint_string = get_weapon_hint( weapon_spawns[i].zombie_weapon_upgrade );

weapon_spawns[i] SetHintString( hint_string );
weapon_spawns[i] setCursorHint( "HINT_NOICON" );
weapon_spawns[i] UseTriggerRequireLookAt();

weapon_spawns[i] thread weapon_spawn_think();
model = getent( weapon_spawns[i].target, "targetname" );
               
                playfx("wall_weapon_light", weapon_spawns[ i ].origin); // here instead, so it plays per member of the array, using the member as a point of origin

model hide();
}
}

could also use

weapon_spawns.target

to grab the model from the prefab and use that instead of the trigger itself

Quote
The second, I don't think you loaded the fx right and again tried to play it on an array.

I think hes right, need to load it before zombiemode::main() i think, I always load fx in my init functions, which are called prior to that
Last Edit: July 02, 2015, 10:34:25 pm by Harry Bo21

 

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