Barrel and Car Expolsions scripts

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steveuk
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Posts: 1330
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Barrel and Car Expolsions scripts

Post by steveuk » February 28th, 2008, 9:16 am

Ok guys i wants put his here not just to help others, but to keep save as im always losing stuff on my system, so here what i put in my script files. for Exploding Cars & Barrels

GSC File MP_MapName
main()
{
maps\mp\_load::main();
maps\mp\_explosive_barrels::main();

}
I did have the following
main()
{
maps\mp\_load::main();
maps\mp\_explosive_barrels::main();
ambientPlay("ambient_backlot_ext");

game["allies"] = "sas";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");
}


But i removed these from my GSC File.
=============================
ambientPlay("ambient_backlot_ext");

game["allies"] = "sas";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");


---------------------------------------
Then i resaved it....
when i removed these from the GSC file it started working, with it in it kepted giving me the FX Box error.lol
Strange.? why is this, do i need the above in what ive taken out,?




My CSV File is like this.
ignore,code_post_gfx_mp
ignore,common_mp
col_map_mp,maps/mp/mp_terrian1a.d3dbsp
rawfile,maps/mp/mp_terrian1a.gsc
impactfx,mp_terrian1a
sound,common,mp_terrian1a,!all_mp
sound,generic,mp_terrian1a,!all_mp
sound,voiceovers,mp_terrian1a,!all_mp
sound,multiplayer,mp_terrian1a,!all_mp
include,mptypes_woodland
include,mptypes_desert
rawfile,maps/mp/_explosive_barrels.gsc
xmodel,body_mp_usmc_specops
xmodel,head_mp_usmc_tactical_mich_stripes_nomex
xmodel,body_mp_usmc_sniper
xmodel,head_mp_usmc_tactical_baseball_cap
xmodel,body_mp_usmc_recon
xmodel,head_mp_usmc_nomex
xmodel,body_mp_usmc_assault
xmodel,head_mp_usmc_tactical_mich
xmodel,body_mp_usmc_support
xmodel,head_mp_usmc_shaved_head
xmodel,body_mp_arab_regular_cqb
xmodel,head_mp_arab_regular_headwrap
xmodel,viewhands_desert_opfor
xmodel,body_mp_arab_regular_sniper
xmodel,head_mp_arab_regular_sadiq
xmodel,body_mp_arab_regular_engineer
xmodel,head_mp_arab_regular_ski_mask
xmodel,body_mp_arab_regular_assault
xmodel,head_mp_arab_regular_suren
xmodel,body_mp_arab_regular_support
xmodel,head_mp_arab_regular_asad
xmodel,vehicle_80s_hatch2_tan
xmodel,vehicle_80s_sedan1_glass_b
xmodel,vehicle_80s_sedan1_glass_b_dam
xmodel,vehicle_80s_sedan1_glass_f
xmodel,vehicle_80s_sedan1_glass_f_dam
xmodel,vehicle_80s_sedan1_glass_lb
xmodel,vehicle_80s_sedan1_glass_lb_dam
xmodel,vehicle_80s_sedan1_glass_lf
xmodel,vehicle_80s_sedan1_glass_lf_dam
xmodel,vehicle_80s_sedan1_glass_rb
xmodel,vehicle_80s_sedan1_glass_rb_dam
xmodel,vehicle_80s_sedan1_glass_rf
xmodel,vehicle_80s_sedan1_glass_rf_dam
xmodel,vehicle_80s_sedan1_green_bumper_b
xmodel,vehicle_80s_sedan1_green_bumper_f
xmodel,vehicle_80s_sedan1_green_destroyed
xmodel,vehicle_80s_sedan1_green_door_lb
xmodel,vehicle_80s_sedan1_green_door_lf
xmodel,vehicle_80s_sedan1_green_door_rb
xmodel,vehicle_80s_sedan1_green_door_rf
xmodel,vehicle_80s_sedan1_green_hood
xmodel,vehicle_80s_sedan1_green_hood_dam
xmodel,vehicle_80s_sedan1_green_light_lb
xmodel,vehicle_80s_sedan1_green_light_lb_dam
xmodel,vehicle_80s_sedan1_green_light_lf
xmodel,vehicle_80s_sedan1_green_light_lf_dam
xmodel,vehicle_80s_sedan1_green_light_rb
xmodel,vehicle_80s_sedan1_green_light_rf
xmodel,vehicle_80s_sedan1_green_light_rf_dam
xmodel,vehicle_80s_sedan1_green_mirror_l
xmodel,vehicle_80s_sedan1_green_mirror_r
xmodel,vehicle_80s_sedan1_green_trunk_dam
xmodel,vehicle_80s_sedan1_green_wheel_lf
xmodel,vehicle_80s_sedan1_red_bumper_b
xmodel,vehicle_80s_sedan1_red_bumper_f
xmodel,vehicle_80s_sedan1_red_destroyed
xmodel,vehicle_80s_sedan1_red_destructible_mp
xmodel,vehicle_80s_sedan1_red_door_l
xmodel,vehicle_80s_sedan1_red_door_lf
xmodel,vehicle_80s_sedan1_red_door_rb
xmodel,vehicle_80s_sedan1_red_door_rf
xmodel,vehicle_80s_sedan1_red_hood
xmodel,vehicle_80s_sedan1_red_light_lb
xmodel,vehicle_80s_sedan1_red_light_lf
xmodel,vehicle_80s_sedan1_red_light_lf_dam
xmodel,vehicle_80s_sedan1_red_light_rb
xmodel,vehicle_80s_sedan1_red_light_rb_dam
xmodel,vehicle_80s_sedan1_red_light_rf
xmodel,vehicle_80s_sedan1_red_light_rf_dam
xmodel,vehicle_80s_sedan1_red_mirror_l
xmodel,vehicle_80s_sedan1_red_mirror_r
xmodel,vehicle_80s_sedan1_red_trunk
xmodel,vehicle_80s_sedan1_red_wheel_lf
xmodel,vehicle_80s_sedan1_reddest
xmodel,vehicle_80s_sedan1_silv_bumper_b
xmodel,vehicle_80s_sedan1_silv_bumper_f
xmodel,vehicle_80s_sedan1_silv_destroyed
xmodel,vehicle_80s_sedan1_silv_destructible_mp
xmodel,vehicle_80s_sedan1_silv_door_lb
xmodel,vehicle_80s_sedan1_silv_door_lf
xmodel,vehicle_80s_sedan1_silv_door_rb
xmodel,vehicle_80s_sedan1_silv_door_rf
xmodel,vehicle_80s_sedan1_silv_hood
xmodel,vehicle_80s_sedan1_silv_light_lb
xmodel,vehicle_80s_sedan1_silv_light_lb_dam
xmodel,vehicle_80s_sedan1_silv_light_lf
xmodel,vehicle_80s_sedan1_silv_light_lf_dam
xmodel,vehicle_80s_sedan1_silv_light_rb
xmodel,vehicle_80s_sedan1_silv_light_rb_dam
xmodel,vehicle_80s_sedan1_silv_light_rf
xmodel,vehicle_80s_sedan1_silv_light_rf_dam
xmodel,vehicle_80s_sedan1_silv_mirror_l
xmodel,vehicle_80s_sedan1_silv_mirror_r
xmodel,vehicle_80s_sedan1_silv_trunk
xmodel,vehicle_80s_sedan1_silv_wheel_lf
xmodel,vehicle_80s_sedan1_yel_destroyed
xmodel,vehicle_80s_sedan1_yel_destructible_mp
xmodel,vehicle_80s_sedan1_yel_door_lb
xmodel,vehicle_80s_sedan1_yel_door_lf
xmodel,vehicle_80s_sedan1_yel_door_rb
xmodel,vehicle_80s_sedan1_yel_door_rf
xmodel,vehicle_80s_sedan1_yel_hood
xmodel,vehicle_80s_sedan1_yel_light_lb
xmodel,vehicle_80s_sedan1_yel_light_lb_dam
xmodel,vehicle_80s_sedan1_yel_light_lf
xmodel,vehicle_80s_sedan1_yel_light_lf_dam
xmodel,vehicle_80s_sedan1_yel_light_rb
xmodel,vehicle_80s_sedan1_yel_light_rb_dam
xmodel,vehicle_80s_sedan1_yel_light_rf
xmodel,vehicle_80s_sedan1_yel_light_rf_dam
xmodel,vehicle_80s_sedan1_yel_trunk
xmodel,vehicle_80s_sedan1_yel_wheel_lf
xmodel,vehicle_80s_wagon1_brn_bumper_b
xmodel,vehicle_80s_wagon1_brn_bumper_f
xmodel,vehicle_80s_wagon1_brn_destroyed
xmodel,vehicle_80s_wagon1_brn_destructible_mp
xmodel,vehicle_80s_wagon1_brn_door_lb
xmodel,vehicle_80s_wagon1_brn_door_lf
xmodel,vehicle_80s_wagon1_brn_door_rb
xmodel,vehicle_80s_wagon1_brn_door_rf
xmodel,vehicle_80s_wagon1_brn_hood
xmodel,vehicle_80s_wagon1_brn_light_lb
xmodel,vehicle_80s_wagon1_brn_light_lb_dam
xmodel,vehicle_80s_wagon1_brn_light_lf
xmodel,vehicle_80s_wagon1_brn_light_lf_dam
xmodel,vehicle_80s_wagon1_brn_light_rb
xmodel,vehicle_80s_wagon1_brn_light_rb_dam
xmodel,vehicle_80s_wagon1_brn_light_rf
xmodel,vehicle_80s_wagon1_brn_light_rf_dam
xmodel,vehicle_80s_wagon1_brn_mirror_l
xmodel,vehicle_80s_wagon1_brn_mirror_r
xmodel,vehicle_80s_wagon1_brndest
xmodel,vehicle_80s_wagon1_glass_b
xmodel,vehicle_80s_wagon1_glass_b_dam
xmodel,vehicle_80s_wagon1_glass_f
xmodel,vehicle_80s_wagon1_glass_f_dam
xmodel,vehicle_80s_wagon1_glass_lb
xmodel,vehicle_80s_wagon1_glass_lb_dam
xmodel,vehicle_80s_wagon1_glass_lb2
xmodel,vehicle_80s_wagon1_glass_lb2_dam
xmodel,vehicle_80s_wagon1_glass_lf
xmodel,vehicle_80s_wagon1_glass_rb
xmodel,vehicle_80s_wagon1_glass_rb_dam
xmodel,vehicle_80s_wagon1_glass_rb2
xmodel,vehicle_80s_wagon1_glass_rb2_dam
xmodel,vehicle_80s_wagon1_glass_rf
xmodel,vehicle_80s_wagon1_glass_rf_dam
Added these to my ZoneUPdate File
fx,smoke/car_damage_whitesmoke
fx,smoke/car_damage_blacksmoke
fx,smoke/car_damage_blacksmoke_fire
fx,props/car_glass_large
fx,props/car_glass_med
fx,props/car_glass_headlight
fx,props/car_glass_brakelight
rawfile,maps/mp/_explosive_barrels.gsc
xmodel,com_barrel_piece
xmodel,com_barrel_piece2
fx,props/barrel_ignite
fx,props/barrel_fire_top

Well thats how i did it with some help from Zeroy on IW last niite, but he didnt get tit fully working as i was getting errors still, it just i looked around read a few topics and kinda stripped half of my CSV file and deleted it and pur some code in form another script i found nad hoped for the best, luckly it all came togeter and worked.

So im now just putting this here so i got a kinds of online backup.lol


Steve

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Drofder2004
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Core Staff
Posts: 13315
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

Re: Barrel and Car Expolsions scripts

Post by Drofder2004 » February 29th, 2008, 1:22 am

All the stuff you removed from the gsc is important. the reason why you keep getting an FX box error is (as I have explained twice before), your Zone file contains the wrong info...

All of this is completely unnecessary.

Code: Select all

include,mptypes_woodland
include,mptypes_desert
xmodel,body_mp_usmc_specops
xmodel,head_mp_usmc_tactical_mich_stripes_nomex
xmodel,body_mp_usmc_sniper
xmodel,head_mp_usmc_tactical_baseball_cap
xmodel,body_mp_usmc_recon
xmodel,head_mp_usmc_nomex
xmodel,body_mp_usmc_assault
xmodel,head_mp_usmc_tactical_mich
xmodel,body_mp_usmc_support
xmodel,head_mp_usmc_shaved_head
xmodel,body_mp_arab_regular_cqb
xmodel,head_mp_arab_regular_headwrap
xmodel,viewhands_desert_opfor
xmodel,body_mp_arab_regular_sniper
xmodel,head_mp_arab_regular_sadiq
xmodel,body_mp_arab_regular_engineer
xmodel,head_mp_arab_regular_ski_mask
xmodel,body_mp_arab_regular_assault
xmodel,head_mp_arab_regular_suren
xmodel,body_mp_arab_regular_support
xmodel,head_mp_arab_regular_asad
All you need is either:

Code: Select all

include,mptypes_woodland
or:

Code: Select all

include,mptypes_desert
NOT BOTH
Woodland for the Marines.
Desert for the SAS.

Last time I will say it, delete all of the [quoted] above, and then replace with one of the 2 quotes.
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steveuk
CJ G0D!
CJ G0D!
Posts: 1330
Joined: November 21st, 2006, 12:51 pm

Re: Barrel and Car Expolsions scripts

Post by steveuk » February 29th, 2008, 2:30 am

Drofder2004 wrote:All the stuff you removed from the gsc is important. the reason why you keep getting an FX box error is (as I have explained twice before), your Zone file contains the wrong info...

All of this is completely unnecessary.

Code: Select all

include,mptypes_woodland
include,mptypes_desert
xmodel,body_mp_usmc_specops
xmodel,head_mp_usmc_tactical_mich_stripes_nomex
xmodel,body_mp_usmc_sniper
xmodel,head_mp_usmc_tactical_baseball_cap
xmodel,body_mp_usmc_recon
xmodel,head_mp_usmc_nomex
xmodel,body_mp_usmc_assault
xmodel,head_mp_usmc_tactical_mich
xmodel,body_mp_usmc_support
xmodel,head_mp_usmc_shaved_head
xmodel,body_mp_arab_regular_cqb
xmodel,head_mp_arab_regular_headwrap
xmodel,viewhands_desert_opfor
xmodel,body_mp_arab_regular_sniper
xmodel,head_mp_arab_regular_sadiq
xmodel,body_mp_arab_regular_engineer
xmodel,head_mp_arab_regular_ski_mask
xmodel,body_mp_arab_regular_assault
xmodel,head_mp_arab_regular_suren
xmodel,body_mp_arab_regular_support
xmodel,head_mp_arab_regular_asad
All you need is either:

Code: Select all

include,mptypes_woodland
or:

Code: Select all

include,mptypes_desert
NOT BOTH
Woodland for the Marines.
Desert for the SAS.

Last time I will say it, delete all of the [quoted] above, and then replace with one of the 2 quotes.
lol errm i did put it back like 5 hours ago, i just forgot to edit my test.lol it did finaly work just by added the odd extra FX code i forgot to add, but i di reneter the other stuff to as i understand it helps with Sky . sound, ect,ect

Steve

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