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Call of Duty 5: World at War => Help Desk => Scripting => Topic started by: Gotbeats44 on June 19, 2013, 06:19:00 pm

Title: Exceeded Limit of 400 fx assets
Post by: Gotbeats44 on June 19, 2013, 06:19:00 pm
Hi

I have recently been adding mw1 guns into my waw map and have run into this problem, I have already solved the sound limit exceeded problem thru google and youtube but can't find nothing relating to this problem with a good description of the solution, I'm under the impression I need to remove some waw guns to make space but don't know where to start without fucking something up.

Title: Re: Exceeded Limit of 400 fx assets
Post by: SajeOne on June 19, 2013, 10:03:24 pm
Well, this is the infamous fx limit everyone talks about. For the weapons you really just need to make sure you try to limit how many different FX you use. So for generic weapons use the standardflash. I would recommend optimizing all of the weapons you can in that fashion(obviously you wouldn't do it for a weapon like the ppsh). Once you have done that if the error still occurs then you can remove FX you don't need in files like dlc3.csv and zombiemode.csv within zone_source. Comment out fx lines you aren't using by adding "//" before them. Ex.
Code Snippet
Plaintext
//fx,misc/fx_zombie_electric_trap
That will make sure the fx isn't called, and if you eventually decide you wanna use it you can just remove the two slashes before the line(or you can save a backup file of the file you are adding comments to). You can also remove some you don't need from zombiemode.csv(remember though only ones you don't need). Really anyone that is being called for your map that isn't needed for your particular map.
Title: Re: Exceeded Limit of 400 fx assets
Post by: Gotbeats44 on June 20, 2013, 09:59:32 am
thanks sajeone I think I will have to start commenting some more out and add the standard flashes I've barely added any new guns (3 so far) doesnt quite feel like enough lol