Post: Reliable Water Fountain Mod
11-30-2015, 12:38 AM #1
BullyWiiPlaza
Climbing up the ladder
(adsbygoogle = window.adsbygoogle || []).push({}); I put the Water Fountain mod into my patch and it didn't work. No water became visible in 1st and 3rd person perspective. Can you tell what's wrong with the code? I didn't precache anything for it. I also tried using multiple tag origins for playing the FX but still nothing.
    toggleWaterFountain()
{
self.waterFountain = invertAndPrint("Water Fountain", self.waterFountain); // Custom function for inverting the boolean and printing the state

if(self.waterFountain)
{
self thread waterFountain();
}
else
{
self notify("stopFountain");
}
}

waterFountain()
{
self endon("disconnect");
self endon("stopFountain");

while(true)
{
waterEffect = loadfx("impacts/fx_xtreme_water_hit_mp");
playFx(waterEffect, self getTagOrigin("j_spine4"));

wait 0.05;
}
}

I read You must login or register to view this content. that the map has to have water but can it be done for any map regardless somehow by precaching the FX or whatever?
(adsbygoogle = window.adsbygoogle || []).push({});
11-30-2015, 02:05 AM #2
itsSorrow
In my man cave
Originally posted by BullyWiiPlaza View Post
I put the Water Fountain mod into my patch and it didn't work. No water became visible in 1st and 3rd person perspective. Can you tell what's wrong with the code? I didn't precache anything for it. I also tried using multiple tag origins for playing the FX but still nothing.
    toggleWaterFountain()
{
self.waterFountain = invertAndPrint("Water Fountain", self.waterFountain); // Custom function for inverting the boolean and printing the state

if(self.waterFountain)
{
self thread waterFountain();
}
else
{
self notify("stopFountain");
}
}

waterFountain()
{
self endon("disconnect");
self endon("stopFountain");

while(true)
{
waterEffect = loadfx("impacts/fx_xtreme_water_hit_mp");
playFx(waterEffect, self getTagOrigin("j_spine4"));

wait 0.05;
}
}

I read You must login or register to view this content. that the map has to have water but can it be done for any map regardless somehow by precaching the FX or whatever?


idk/idc whats wrong with the code... But for your second question I have a question for that... How do you precache an fx?
11-30-2015, 02:14 AM #3
EternalHabit
Former Staff
"I didn't precache anything for it". Thats the problem :p
11-30-2015, 02:21 AM #4
itsSorrow
In my man cave
Originally posted by xTurntUpLobbies View Post
"I didn't precache anything for it". Thats the problem :p


its an fx I don't think you precache fx
11-30-2015, 02:36 AM #5
BullyWiiPlaza
Climbing up the ladder
Originally posted by GentleSlugger View Post
its an fx I don't think you precache fx

That's what I was thinking too :P
Oh and xTurntUpLobbies, that script was from your Dynamic v3.3 by the way, how fitting that you posted Smile
11-30-2015, 02:37 PM #6
TehMerkMods
I’m too L33T
Originally posted by GentleSlugger View Post
its an fx I don't think you precache fx

    level.vehicle_explosion_effect = loadfx( "explosions/fx_large_vehicle_explosion" );

Pretty sure this will store that FX in the active game for later use in another code....

Just like when you cache an item it's stored....

If you knew what the verb of cache was you'd know what he meant.
11-30-2015, 05:17 PM #7
oCmKs_4_LiFe
< ^ > < ^ >
Add To init()
    level.waterEffect = loadfx("impacts/fx_xtreme_water_hit_mp");

then go to the water fountain code and put 'level.' before the 'waterEffect' Needa

The following user thanked oCmKs_4_LiFe for this useful post:

DoraTheKiller97

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