Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - IZaRTaX

This one ?





if yes it's called fx_mp_ash_falling_large.efx

You can find it in raw\fx\maps\mp_maps\fx_mp_ash_falling_large.efx

281 days ago
Well, I redo everything completed the fifth_zone by 2 separate zones (loop) + added the test map now it's working :+1:


Code: cpp
add_adjacent_zone( "start_zone",		"second_zone",	"enter_second_zone" );
add_adjacent_zone( "start_zone", "third_zone", "enter_third_zone" );

add_adjacent_zone( "second_zone", "fourth_zone", "enter_fourth_zone" );
add_adjacent_zone( "third_zone", "fifth_zone", "enter_fifth_zone" );

add_adjacent_zone( "fourth_zone", "fifth_zone_b", "enter_fifth_zone_b" );

Download the test map
(I added debris to avoid gsc scripts, you can replace it with your doors function)
www.mediafire.com


301 days ago
Press F (filter) and uncheck GoalVolumes
302 days ago
Should working like that

Code: cpp
add_adjacent_zone( "start_zone",		"second_zone",	"enter_second_zone" );
add_adjacent_zone( "start_zone", "third_zone", "enter_third_zone" );
add_adjacent_zone( "second_zone", "fourth_zone", "enter_fourth_zone" );
add_adjacent_zone( "fourth_zone", "fifth_zone", "enter_fifth_zone" );

//add_adjacent_zone( "third_zone", "fifth_zone", "enter_fifth_zone" ); //test
//add_adjacent_zone( "fifth_zone", "fourth_zone", "enter_fourth_zone" ); //test

302 days ago
You can find the sound in \raw\soundaliases\destructibles.csv

# Barrels,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
explo_redbarrel,,SFX/Destruction/exp/barrel_##,!wii,0.8,1,0.9,1.05,500,5000,10000,,,,,explosion,,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,50,95,0.25,1,,,,,
ignition_redbarrel,,SFX/Destruction/exp/flare_##,!wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,50,95,0.25,1,,,,,
exp_debris,,SFX/Destruction/exp/debris_##,!wii,0.7,0.7,0.9,1.05,50,1200,2400,,,,,explosion,,3d,,,,,all_mp,curve2,,,,barrel_explode_trail_l,,curve3,600,,,0.1,0.4,,,,,,50,95,0.25,1,,,
barrel_fuse,,null.wav,,,,,,,,,,,,,,,,,,,,see2 ber1 ber2 ber3 ber3b all_mp,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
barrel_explode_trail_l,,SFX/Weapon/Gren/Gen_Gren/gren_trail_##,!wii,0.4,0.6,0.9,1,500,2000,10000,3,oldest,,,explosion,,3d,,,,,all_mp,,,,,barrel_explode_trail_r,,curve5,50,,,,,,,,,,90,90,0.25,1,left_player,6,yes
barrel_explode_trail_r,,SFX/Weapon/Gren/Gen_Gren/gren_trail_##,!wii,0.4,0.6,0.9,1,500,2000,10000,3,oldest,,,explosion,,3d,,,,,all_mp,,,,,barrel_explode_dist,,curve5,50,,,,,,,,,,90,90,0.25,1,right_player,6,yes
barrel_explode_dist,,SFX/Destruction/explosion_dist_##,!wii,0.9,1,0.9,1.1,3000,12000,13000,3,oldest,,,explosion,,3d,,,,,all_mp,,,,,barrel_explode_distR,,curve5,,,,0.4,,,,,,,90,90,0.55,1,left_player,6,yes
barrel_explode_distR,,SFX/Destruction/explosion_dist_##,!wii,0.9,1,0.9,1.1,3000,12000,13000,3,oldest,,,explosion,,3d,,,,,all_mp,,,,,,,curve5,,,,0.4,,,,,,,90,90,0.55,1,right_player,6,yes
#Wii Assets,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
explo_redbarrel,,SFX/destruction/red_barrel/barrel_asplode_alt.wav,wii,0.9,1,0.9,1.1,500,5000,10000,,,,,explosion,,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,50,95,0.25,1,,,
ignition_redbarrel,,SFX/Destruction/exp/flare/flare_01.wav,wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,50,95,0.25,1,,,
exp_debris,,SFX/Destruction/exp/debris_##,wii,0.7,0.7,0.9,1.05,50,1200,2400,,,,,explosion,,3d,,,,,all_mp,curve2,,,,,,curve3,575,,,0.1,0.4,,,,,,50,95,0.25,1,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Don't forget to add it in zone_source\your_map_name.csv or in your mod.csv
or as  gympie6
said everything is already in prefabs
458 days ago
Nope, still doesn't work.

(Image removed from quote.)

Sure it doesn't work if you put a clip player texture right on it, remove that player clip.
492 days ago
Turn your brushes to weapon clip, add a clip collision around the brush (dirt,metal etc...) and add the mantle function.


Result
492 days ago
1 or 2 units around the brush is enough to mantle on/over

maximum 6 units xy and 2 for high z , to me it's the best way.



493 days ago
You can add a loop sound directly in raw\clientscripts\createfx\your_map_fx.csc

main()
{

ent = clientscripts\_fx::createOneshotEffect();
ent.v[ "origin" ] = ( -4676, 496, -187 );
ent.v[ "angles" ] = ( -90, 90, 0 );
ent.v[ "delay" ] = -4;
ent.v[ "soundalias" ] = "your_aliase";

}

Soundaliase example:

name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig

# ZOMBIES,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

your_aliase,,your_folder\element\your_sound.wav,1,1,1,50,500,,,,,full_vol,,,1,,,,,,,3d,,,looping,,all_sp,,,,,,,,,,,,1,,,,,100,100,0.25,1,,

Or in your .gsc for a one shoot like activate something:

main()
{
level thread test();
}

test()

{

trigger = getent("your_trigger","targetname");
debris = getent("debris_ent","targetname"); //script brushmodel/model

trigger waittill("trigger");

wait 0.1;

sound_ent = spawn("script_origin", debris.origin); //Also it works for trigger.origin
wait_network_frame();
sound_ent playsound("your_aliase");
wait 0.1;
sound_ent delete();

}

Soundaliase example:

name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig

# ZOMBIES,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

your_aliase,,your_folder\element\your_sound.wav,1,1,1,500,900,,,,,full_vol,,,0,,,,,,,3d,,,,,all_sp,,,,,,,,,,,,1,,,,,100,100,0.25,1,,
535 days ago
Well we finished it with the new update, thanks again fam. Super fun :D
(Image removed from quote.)

Finally someone found it! Great job  ;)
554 days ago
Here is a quick example, don't forget to put the origin texture if you use a rotating door

(example for a double rotating doors)


then the script (example)

Sorry but you are not allowed to view spoiler contents.

If you want to add a slide door you can remove the rotate function by movex (-130,1.4,0.1,2); //MoveZ( <zvalue>, <time>, <acceleration time>, <deceleration time> )

//(movey and movez also works that depend of your angles)
567 days ago
map glitched at the ending.
Sorry but you are not allowed to view spoiler contents.

It is not a glitch just a little new step ending...

Sorry but you are not allowed to view spoiler contents.

569 days ago
What speeds do people get downloading from Mediafire?  I only get around 220KB/s, probably because I'm in Korea.  Mega is better but still only around 1MB/s.  Google Drive is by far the best with around 20MB/s download speed.  Anyways I decided to upload the map to my google drive so here is a link that I will keep up for at least the next couple of years.


Thank you I added your link on the first post  ;)
570 days ago

Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Twitch
Loading ...