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[TUTORIAL] BO2 Weapons Glow

HOT
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Created 10 years ago
by jei9363
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Hey if you had tons of fun on playing my maps please DONATE :)

play ESTATE now, and claim your mansion back from the undead!
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go into mapname.gsc

add this

Code Snippet
Plaintext
weapon_glows = GetEntArray( "weapon_upgrade", "targetname" );
for(i=0;i<weapon_glows.size;i++)
weapon_glows[i] thread glow_weapons();

after

Code Snippet
Plaintext
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_zombiemode::main();

now add this to the bottom

Code Snippet
Plaintext
glow_weapons()
{

level._effect["weapon_glow"] = loadfx("weapon_glow");

self.tag_origin = spawn("script_model",self.origin);
self.tag_origin setmodel("tag_origin");
playfxontag(level._effect["weapon_glow"],self.tag_origin,"tag_origin");

}

download this

https://www.dropbox.com/s/7sugxeuzxmvt9wb/weapon_glow.efx

place it in mods/mapname/fx

add to mod.csv

Code Snippet
Plaintext
fx,weapon_glow

tick the effect in mod builder

full compile
Last Edit: February 22, 2014, 09:13:27 pm by jei9363
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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The FX looks really weak but none the less good tutorial.
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arrrgh

i followed this tut to the letter still no glow :/.
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did you compile map and mod?

did you modify the nazi_zombie_mapname.gsc currently in use?

did you tick the box with the effect?


Post Merge: February 22, 2014, 10:43:50 pm
if that doesnt work try copying the fx file to raw/fx
Last Edit: February 22, 2014, 10:43:50 pm by jei9363
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yep double checked it all, i will try it in the raw/fx
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The FX looks really weak but none the less good tutorial.

Go to launcher efects editor open the fx and edit the size and/or color  :)
I hope it helped you

-CreeX

Post Merge: February 23, 2014, 08:07:03 pm
It does not work...
i checked everything
(I'm no bad scripter)
-CreeX
Last Edit: February 23, 2014, 08:07:03 pm by Xcept
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Edit: This looks awesome, i made it brighter and turned it into an oriented sprite, with a bit of light.

It didn't work at first, but I fixed it.

in mapname.gsc

find

Code Snippet
Plaintext
level.DLC3.myFX = ::preCacheMyFX;

remove the // from the beginning of that line. (may already be done)

now find preCacheMyFX()

and add
Code Snippet
Plaintext
level._effect["weapon_glow"]		= loadfx("weapon_glow");

so it looks like this (yours may have extra effects, just ignore them)

Code Snippet
Plaintext
preCacheMyFX()
{
level._effect["weapon_glow"] = loadfx("weapon_glow");
}
Last Edit: March 02, 2014, 08:35:44 pm by ProGamerzFTW
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maps:
Undead Town
http://ugx-mods.com/forum/index.php?topic=2294.0 (Release)
Origins 1922
http://ugx-mods.com/forum/index.php?topic=2659.0
[WIP] mapping 39%, weapons 85%, scripts 65%
[/url]
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I don't have preCacheMyFX() in my map gsc .... were would Iput that
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I don't have preCacheMyFX() in my map gsc .... were would Iput that

it should be around line 16, as the beginning of my mapname.gsc looks like

Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\ugxm_proboxmap_art::main;
level.DLC3.createFX = maps\createfx\ugxm_proboxmap_fx::main;
level.DLC3.myFX = ::preCacheMyFX; // LINE 16 ----------------------------
Last Edit: March 16, 2014, 02:32:40 pm by ProGamerzFTW
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oh ok I see wow face palm... so it should look like this after

Code Snippet
Plaintext
main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_undead_town_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_undead_town_fx::main;
level.DLC3.myFX = ::preCacheMyFX;

preCacheMyFX()
{
level._effect["weapon_glow"] = loadfx("weapon_glow");
}
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oh ok I see wow face palm... so it should look like this after

Code Snippet
Plaintext

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_zombiemode::main();
weapon_glows = GetEntArray( "weapon_upgrade", "targetname" );
array_thread(weapon_glows,::glow_weapons);

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

glow_weapons()
{

level._effect["weapon_glow"] = loadfx("weapon_glow");

self.tag_origin = spawn("script_model",self.origin);
self.tag_origin setmodel("tag_origin");
playfxontag(level._effect["weapon_glow"],self.tag_origin,"tag_origin");

}


Edited to make more sense

Edited again to have it use array_thread for sorting weapon glows instead of a for flow control.
Last Edit: March 16, 2014, 02:56:42 pm by DuaLVII
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damn I must be retarded
I got a bad syntex with this
Code Snippet
Plaintext
main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_undead_town_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_undead_town_fx::main;
level.DLC3.myFX = ::preCacheMyFX;

preCacheMyFX()

level._effect["weapon_glow"] = loadfx("weapon_glow");    [color=red] //this line had the error[/color]

}
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damn I must be retarded
I got a bad syntex with this

Where is the rest of your main() function gone?

Also I've re-re-edited the code and removed the unneeded for flow control.

Rambo, pm me your mapname.gsc script and I'll fix it up for you.
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make it like this :

Code Snippet
Plaintext
preCacheMyFX()
{
level._effect["weapon_glow"] = loadfx("weapon_glow");    [color=red] //this line had the error[/color]
}


main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_undead_town_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_undead_town_fx::main;
level.DLC3.myFX = ::preCacheMyFX;

}
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ok thanks will do

 
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