Post: Rain & Lightning on all maps
03-24-2012, 07:27 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Well this is my technique to getting custom fx's on different maps Smile One thing you need to know is that you need to find a map that you want with the same size as "afghan,rust, or derail".

You can download mine as an example: You must login or register to view this content.

Now first you want the name of the map you want to add the rain & lightning too.
in my example I used highrise. so... "maps\mp\mp_highrise.gsc".

On the top of the file you will need to include the necassary files:
    
#include maps\mp\_utility;
#include common_scripts\utility;


You will also need a main function to (init) the map, this should also include the fx's of the underpass + map you want.
    
main()
{
maps\mp\mp_underpass_precache::main();
maps\mp\mp_highrise_precache::main();
maps\createart\mp_highrise_art::main();
maps\mp\mp_underpass_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_highrise" );
setdvar( "compassmaxrange", "3000" );
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
}


Notice I inlcude both Highrise + underpass. highrise cause it's the map to load + underpass for the fx's.
Now I will update the script by actually loading the fx's and spawning them Smile

    
main()
{
maps\mp\mp_underpass_precache::main();
maps\mp\mp_highrise_precache::main();
maps\createart\mp_highrise_art::main();
maps\mp\mp_underpass_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_highrise" );
setdvar( "compassmaxrange", "3000" );
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
level._effect[ "rain_mp_underpass" ] = loadfx( "weather/rain_mp_underpass" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect[ "river_splash_small" ] = loadfx( "water/river_splash_small" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_underpass" );
X=0;
Y=0;
Z=0;

wait 4;

playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_noise_splashes" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
wait 2;
playFX(level._effect[ "rain_splash_lite_128x128" ], (X, Y, Z));
wait 2;
for(;Winky Winky
{
playFX(level._effect[ "lightning" ], (X, Y, Z));
wait 5;
}
}





So now the final script should look like:
    
#include maps\mp\_utility;
#include common_scripts\utility;

main()
{
maps\mp\mp_underpass_precache::main();
maps\mp\mp_highrise_precache::main();
maps\createart\mp_highrise_art::main();
maps\mp\mp_underpass_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_highrise" );
setdvar( "compassmaxrange", "3000" );
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
level._effect[ "rain_mp_underpass" ] = loadfx( "weather/rain_mp_underpass" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect[ "river_splash_small" ] = loadfx( "water/river_splash_small" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_underpass" );
X=0;
Y=0;
Z=0;

wait 4;

playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_noise_splashes" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
wait 2;
playFX(level._effect[ "rain_splash_lite_128x128" ], (X, Y, Z));
wait 2;
for(;Winky Winky
{
playFX(level._effect[ "lightning" ], (X, Y, Z));
wait 5;
}
}


NOTE: You will need to change the X, Y, and Z values to the coordinating spot on the map that you want Smile
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The following 7 users say thank you to Jakes625 for this useful post:

caleb01, DEREKTROTTER, Kush Friendly, Cmd-X, Vampytwistッ, xMrSuperMoDzZ--, User2340034u
03-24-2012, 08:40 AM #2
247Yamato
< ^ > < ^ >
ambientPlay( "ambient_mp_rain" );

Are you sure this works?
03-24-2012, 02:30 PM #3
SCR34M
Banned
:lol: this is awesome i wana see a video if possible
03-24-2012, 02:43 PM #4
247Yamato
< ^ > < ^ >
Originally posted by visbeast123 View Post
:lol: this is awesome i wana see a video if possible


Yes, video plz¡¡¡¡ :carling:
03-24-2012, 02:47 PM #5
You know that this wont work, right? The FX's are stored into the map's specific fastfile, not in the common fastfile like some FX'es (As an example; the tactical insertion FX) are. Btw, this is old as hell, and would only work if you had a compiler (mod tools, if you're not familiar with the term) to include the rain FX in the mod.csv.

The following 2 users say thank you to Rendflex for this useful post:

247Yamato, zxz0O0

The following user groaned Rendflex for this awful post:

03-24-2012, 03:34 PM #6
LightModz
League Champion
Originally posted by DEVASTATION View Post
Well this is my technique to getting custom fx's on different maps Smile One thing you need to know is that you need to create your own fastfile for this to work or find a map that you want with the same size as "afghan,rust, or derail".

You can download mine as an example: You must login or register to view this content.

Now first you want the name of the map you want to add the rain & lightning too.
in my example I used highrise. so... "maps\mp\mp_highrise.gsc".

On the top of the file you will need to include the necassary files:
    
#include maps\mp\_utility;
#include common_scripts\utility;


You will also need a main function to (init) the map, this should also include the fx's of the underpass + map you want.
    
main()
{
maps\mp\mp_underpass_precache::main();
maps\mp\mp_highrise_precache::main();
maps\createart\mp_highrise_art::main();
maps\mp\mp_underpass_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_highrise" );
setdvar( "compassmaxrange", "3000" );
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
}


Notice I inlcude both Highrise + underpass. highrise cause it's the map to load + underpass for the fx's.
Now I will update the script by actually loading the fx's and spawning them Smile

    
main()
{
maps\mp\mp_underpass_precache::main();
maps\mp\mp_highrise_precache::main();
maps\createart\mp_highrise_art::main();
maps\mp\mp_underpass_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_highrise" );
setdvar( "compassmaxrange", "3000" );
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
level._effect[ "rain_mp_underpass" ] = loadfx( "weather/rain_mp_underpass" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect[ "river_splash_small" ] = loadfx( "water/river_splash_small" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_underpass" );
X=0;
Y=0;
Z=0;

wait 4;

playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_noise_splashes" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
wait 2;
playFX(level._effect[ "rain_splash_lite_128x128" ], (X, Y, Z));
wait 2;
for(;Winky Winky
{
playFX(level._effect[ "lightning" ], (X, Y, Z));
wait 5;
}
}





So now the final script should look like:
    
#include maps\mp\_utility;
#include common_scripts\utility;

main()
{
maps\mp\mp_underpass_precache::main();
maps\mp\mp_highrise_precache::main();
maps\createart\mp_highrise_art::main();
maps\mp\mp_underpass_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_highrise" );
setdvar( "compassmaxrange", "3000" );
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
level._effect[ "rain_mp_underpass" ] = loadfx( "weather/rain_mp_underpass" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect[ "river_splash_small" ] = loadfx( "water/river_splash_small" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_underpass" );
X=0;
Y=0;
Z=0;

wait 4;

playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_noise_splashes" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
wait 2;
playFX(level._effect[ "rain_splash_lite_128x128" ], (X, Y, Z));
wait 2;
for(;Winky Winky
{
playFX(level._effect[ "lightning" ], (X, Y, Z));
wait 5;
}
}


NOTE: You will need to change the X, Y, and Z values to the coordinating spot on the map that you want Smile


you can more things like rubbish,bugs,light bulbs etc etc Happy
03-24-2012, 04:31 PM #7
Originally posted by Rendflex View Post
You know that this wont work, right? The FX's are stored into the map's specific fastfile, not in the common fastfile like some FX'es (As an example; the tactical insertion FX) are. Btw, this is old as hell, and would only work if you had a compiler (mod tools, if you're not familiar with the term) to include the rain FX in the mod.csv.


//comment removed
03-24-2012, 04:47 PM #8
SCR34M
Banned
yea u guys talk about nerdy Coding stuff :lol:

The following 2 users groaned at SCR34M for this awful post:

247Yamato, Ninja
03-25-2012, 12:38 AM #9
SNOWBALL105
Do a barrel roll!
thanks bro i will try this some time
03-25-2012, 04:56 AM #10
SCR34M
Banned
i got a compile error :(

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