UGX-Mods

Call of Duty 5: World at War => Help Desk => Topic started by: tannnnnaiirrr on August 02, 2014, 11:58:04 pm

Title: Help with Electirc cherry FX
Post by: tannnnnaiirrr on August 02, 2014, 11:58:04 pm
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?

Title: Re: Help with Electirc cherry FX
Post by: pashan on August 03, 2014, 12:10:06 am
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
Title: Re: Help with Electirc cherry FX
Post by: tannnnnaiirrr on August 03, 2014, 12:29:12 am
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
Title: Re: Help with Electirc cherry FX
Post by: n123q45 on August 03, 2014, 01:33:25 am
well it would help if we saw what u put in ur dlc3_code
Title: Re: Help with Electirc cherry FX
Post by: basziee on August 03, 2014, 05:02:42 am
you need to add this into your dlc3_code.gsc

Code Snippet
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	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" );
Title: Re: Help with Electirc cherry FX
Post by: tannnnnaiirrr on August 03, 2014, 07:03:44 pm
you need to add this into your dlc3_code.gsc

Code Snippet
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	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?
Title: Re: Help with Electirc cherry FX
Post by: Ege115 on August 03, 2014, 07:21:41 pm
Try to add the fx's in mapname.gsc

in mapname.gsc search for,
Code Snippet
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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.
Title: Re: Help with Electirc cherry FX
Post by: tannnnnaiirrr on August 03, 2014, 10:49:49 pm
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
Title: Re: Help with Electirc cherry FX
Post by: basziee on August 07, 2014, 04:10:47 am
Did you change anything to the tesla fx?