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
04-16-2012, 01:23 AM #11
hey bro this is amazing. cant wait to try Happy
04-16-2012, 01:37 AM #12
T_m_b07
I defeated!
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 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


Congrats to promotion :y:

The following user thanked T_m_b07 for this useful post:

04-16-2012, 03:15 AM #13
HonuCinema
Maggbot timeout!
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 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


like a bo$$! :Carling:
04-16-2012, 07:35 AM #14
zFlaVouR
Former zFlaVouR!
wait does this mean we can remove it from underpass and etc?
04-16-2012, 11:40 AM #15
caleb01
Little One
I would be sooooo cool having a lighting gun or a kind of wunderwaffe gun like the one in cod 5 zombies!:p
04-16-2012, 02:01 PM #16
Default Avatar
DxGv
Guest
this is going to be really helpful! Happy
04-16-2012, 09:43 PM #17
Jacob-And-Britt
I’m too L33T
Originally posted by DEVASTATION View Post
//comment removed
so.. does this work? and do i just put this under init or in the map gsc?
04-18-2012, 12:40 AM #18
LulzSecs
Do a barrel roll!
video would be nice but anyway still nice
04-18-2012, 01:26 AM #19
Originally posted by LulzSecs View Post
video would be nice but anyway still nice

It doesn't work, that's why there isn't a video

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

247Yamato, bottom feeder

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