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
04-28-2012, 03:04 AM #20
Originally posted by zFI2oST
this is $#@!ing sexy :happycry:

does this work for 1.13
04-28-2012, 09:55 AM #21
247Yamato
< ^ > < ^ >
Originally posted by wavy123 View Post
does this work for 1.13


It only works in 1.175

The following user thanked 247Yamato for this useful post:

Kitty=^.^=

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