cmd: \cfx option:arg1:arg2:etc..
fx types: oneshotfx, loopfx, soundfx
options:
* cfx create:<fx type> - create "FX object" at players current origin
* cfx select:<id> - select fx object
* cfx trigger - toggle on or off an effect
* cfx set:fxid:<fxid> - bind effect to selected object
* cfx set:soundalias:<sound> - .....
* cfx set:repeatDelay:<time> - time after "oneshotfx" gets played again, and again....
* cfx toplayer - moves effect to player's current position
* cfx move:<axis>:<units> - move FX by <units> to given <axis> (axis are: X, Y, Z)
* cfx rotate:<axis>:<degrees> - rotate FX by <degrees> to given <axis> (axis are: X, Y, Z)
* cfx save - save all effects (.gsc code) to logfile
example:
cfx create:oneshotfx
cfx set:fxid:acid_pour
cfx rotate:x:270
cfx trigger
gsc:
anyone know how to get this to work for World at War zombies?It's already in the game if you turn on developer_script 1 and call the script that's in raw/maps, don't remember the name off the top of my head.
so some reason its not working, it keeps give random errorsprobably badly written custom scripts in yer map
anyone know how to get this to work for World at War zombies?
It's already in the game if you turn on developer_script 1 and call the script that's in raw/maps, don't remember the name off the top of my head.I didn't know that and I've coded this tool because built-in CoD4 code was broken
In your zone source:
Add this line in your mapname.gsc::main() function _before_ any wait().
enable logfile, turn on developer and developer_script... you might have hard time if there are errors in your map :accepted:
I didn't know that and I've coded this tool because built-in CoD4 code was broken
thanks will try it laterlogprint doesn't exist in waw, replace it with printLn.
Double Post Merge: October 09, 2014, 05:03:36 pm
nope whatever i do it just comes up with this error
(http://i.imgur.com/EO4QabE.jpg)
logprint doesn't exist in waw, replace it with printLn.
Or try the WaW one with