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shootable pipes

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Created 11 years ago
by codmoddd1234
0 Members and 1 Guest are viewing this topic.
2,985 views
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1)
radiant..
make pipe or box select it right click script brushmodel in radiant
kvps
Code Snippet
Plaintext
targetname:pipe_shootable
Code Snippet
Plaintext
script_noteworthy:steam or water or fire (only one)
pipes with a cap on the ends need to be selected and right click entity, ungroup( this ungroups funcgroup/capped cylinders) before they can be made script brushmodels
2)
add:
Code Snippet
Plaintext
maps\_pipes::main();
under   
Code Snippet
Plaintext
maps\_zombiemode::main();
in your mapname gsc
like this
Code Snippet
Plaintext
maps\_zombiemode::main();
maps\_pipes::main();
3)
copy and paste raw/maps/_pipes.gsc to your mod/mapname/map folder.
4)
in ugxeasyfx.gsc user additions section
//paste:
Code Snippet
Plaintext
level._effect["steam"]		= loadFX("impacts/fx_pipe_steam");
//for steam
level._effect["water"] = loadFX("impacts/fx_pipe_water");
//for water
level._effect["fire"] = loadFX("impacts/fx_pipe_fire");
//for fire
5)
in Launcher/ modbuilder fastfile mod .csv
add:   
Code Snippet
Plaintext
fx,impacts/fx_pipe_steam
fx,impacts/fx_pipe_water
fx,impacts/fx_pipe_fire
fx,env/fire/fx_fire_barrel_pm
fx,env/fire/fx_pipe_explosion64
fx,env/fire/fx_pipe_explosion128

check pipes.gsc in modbuilder
compile level
this includes a few fx and you might hit a limit with ugx some custom fx and the jukebox combined

post if you have problems
Last Edit: September 16, 2013, 06:47:27 pm by codmoddd1234
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This tutorial is layed out in a way that's gonna make it very difficult for people to understand. Plus you didn't use code boxes which are a rule on this site when posting code related things.
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Fixed. Show be easier to read.
Last Edit: September 10, 2013, 09:20:46 am by codmoddd1234
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Posting from a phone. I explained this already to treminoar.
Well I assumed that was just a temporary situation - didn't know you were going to write and post the tutorials from a phone as well  :o
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How to use it if not UGX mod?
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How to use it if not UGX mod?
it's designed for ugx easy fx, not ugx mod. you can take a look at ugx wiki to find out how it works.
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1)
radiant..
make pipe or box select it right click script brushmodel in radiant
kvps
Code Snippet
Plaintext
targetname:pipe_shootable
Code Snippet
Plaintext
script_noteworthy:steam or water or fire (only one)
pipes with a cap on the ends need to be selected and right click entity, ungroup( this ungroups funcgroup/capped cylinders) before they can be made script brushmodels
2)
add:
Code Snippet
Plaintext
maps\_pipes::main();
under   
Code Snippet
Plaintext
maps\_zombiemode::main();
in your mapname gsc
like this
Code Snippet
Plaintext
maps\_zombiemode::main();
maps\_pipes::main();
3)
copy and paste raw/maps/_pipes.gsc to your mod/mapname/map folder.
4)
in ugxeasyfx.gsc user additions section
//paste:
Code Snippet
Plaintext
level._effect["steam"]		= loadFX("impacts/fx_pipe_steam");
//for steam
level._effect["water"] = loadFX("impacts/fx_pipe_water");
//for water
level._effect["fire"] = loadFX("impacts/fx_pipe_fire");
//for fire
5)
in Launcher/ modbuilder fastfile mod .csv
add:   
Code Snippet
Plaintext
fx,impacts/fx_pipe_steam
fx,impacts/fx_pipe_water
fx,impacts/fx_pipe_fire
fx,env/fire/fx_fire_barrel_pm
fx,env/fire/fx_pipe_explosion64
fx,env/fire/fx_pipe_explosion128

check pipes.gsc in modbuilder
compile level
this includes a few fx and you might hit a limit with ugx some custom fx and the jukebox combined

post if you have problems
any screenshot or video?

 
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