UGX-Mods

Call of Duty 5: World at War => Applications & Tools => Custom Maps, Mods & Tools => 3rd-Party Applications & Tools => Topic started by: BraXi on October 08, 2014, 06:34:25 pm

Title: CoD4/WaW In-Game FX Utility
Post by: BraXi on October 08, 2014, 06:34:25 pm
I'd like to be a bit helpful so i'm releasing my tool to manipulate/add/edit/rotate effects in-game.

https://www.dropbox.com/s/ifwte04ml26v4kp/efx_tool.rar?dl=0 (https://www.dropbox.com/s/ifwte04ml26v4kp/efx_tool.rar?dl=0)

Since i was the only user of this tool I didn't really write a good readme file to explain hwo to use it, so here's the plain .txt with some informations:

Quote
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:

Code Snippet
Plaintext
level._effect[ "acid_pour" ] = loadfx( ... );
braxi\_fxutil::init_effects();

KEEP IN MIND YOU NEED DEVELOPER AND DEVELOPER_SCRIPT ENABLED TO USE IT.

You can also use this function to toggle effect (enable/disable):
Code Snippet
Plaintext
braxi\_fxutil::TriggerEffect( <effect ent> );

Here's a short video of this tool in action:
http://social.xfire.com/videos/61671b (http://social.xfire.com/videos/61671b)

I'll update this topic when I find some time.
Title: Re: CoD4/WaW In-Game FX Utility
Post by: BluntStuffy on October 08, 2014, 07:01:00 pm
Looks pretty sweet, and should save some time!! I'll def give it a try! Thanks for sharing!
Title: Re: CoD4/WaW In-Game FX Utility
Post by: RamboBadass on October 08, 2014, 09:15:08 pm
Good job
Title: Re: CoD4/WaW In-Game FX Utility
Post by: FATKIDSLOV3CAK3 on October 09, 2014, 12:58:07 am
anyone know how to get this to work for World at War zombies?
Title: Re: CoD4/WaW In-Game FX Utility
Post by: treminaor on October 09, 2014, 01:15:34 am
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.
Title: Re: CoD4/WaW In-Game FX Utility
Post by: FATKIDSLOV3CAK3 on October 09, 2014, 01:18:10 am
what is it i need to call it, i keep forgetting haha

Double Post Merge: October 09, 2014, 12:03:23 pm
so some reason its not working, it keeps give random errors
Title: Re: CoD4/WaW In-Game FX Utility
Post by: DeletedUser on October 09, 2014, 02:57:23 pm
so some reason its not working, it keeps give random errors
probably badly written custom scripts in yer map
Title: Re: CoD4/WaW In-Game FX Utility
Post by: BraXi on October 09, 2014, 03:00:46 pm
anyone know how to get this to work for World at War zombies?

In your zone source:
Code Snippet
Plaintext
rawfile,braxi/_fxutil.gsc
Add this line in your mapname.gsc::main() function _before_ any wait().
Code Snippet
Plaintext
braxi\_fxutil::init_effects();
enable logfile, turn on developer and developer_script... you might have hard time if there are errors in your map  :accepted:


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
Title: Re: CoD4/WaW In-Game FX Utility
Post by: FATKIDSLOV3CAK3 on October 09, 2014, 04:54:47 pm
In your zone source:
Code Snippet
Plaintext
rawfile,braxi/_fxutil.gsc
Add this line in your mapname.gsc::main() function _before_ any wait().
Code Snippet
Plaintext
braxi\_fxutil::init_effects();
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 later


Double Post Merge: October 09, 2014, 05:03:36 pm
nope whatever i do it just comes up with this error

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FEO4QabE.jpg&hash=0c37320cb1f57d151b094c0511bd88d80c7e9f88)
Title: Re: CoD4/WaW In-Game FX Utility
Post by: treminaor on October 09, 2014, 06:12:05 pm
thanks will try it later


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
Code Snippet
Plaintext
maps\_createfx::createfx(); 
Title: Re: CoD4/WaW In-Game FX Utility
Post by: FATKIDSLOV3CAK3 on October 14, 2014, 09:43:47 pm
logprint doesn't exist in waw, replace it with printLn.

Or try the WaW one with
Code Snippet
Plaintext
maps\_createfx::createfx(); 

how would i use it though trem?