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FX's?
Posted: December 6th, 2006, 2:08 am
by HavoC
I've seen people use fx's in there scripting and stuff but idk where they located how to see them/ test them? and how the gsc has to look if u have to script for it. thx
Posted: December 6th, 2006, 3:14 am
by Drofder2004
Open up any map that contains some FX, now in the maps gsc file (maps\mp\mapname.gsc), you will see a line that will look something like the following...
Basically that tells the server to run the "_fx.gsc" (which will also be found with the map gsc).
Open up the "_fx.gsc" and you will see things such as...
precacheFX("fxname");
playFX("fx",origin);
Take a look in those folder and you will certainly be on your way to understanding.
Posted: December 6th, 2006, 3:38 am
by Nightmare
thats exactly how I did it for my map

FX's?
Posted: December 6th, 2006, 1:08 pm
by HavoC
ok, thx i see some fx's. ill try my best

fx's?
Posted: December 6th, 2006, 8:32 pm
by HavoC
i see stuff about a origin in the scripts.... do i hav to use a script origin or something? and name it or soemthing?
Posted: December 6th, 2006, 9:21 pm
by Nightmare
yes, make a script origin and then give it targetname and a name
fxs
Posted: December 6th, 2006, 9:53 pm
by HavoC
k, i just wanna c wut this 1s like but idk where to put the target name? can some1 show me how this fx is suppoesed to loook in the gsc?
Code: Select all
main()
{
precacheFX();
}
precacheFX()
{
level._effect["fueltank"] = loadfx("fx/explosions/fueltank_ned.efx");
}
appreciate it thx btw the targetname is fx
p.s: i stink at this kinda stuff lol

Posted: December 6th, 2006, 11:29 pm
by Nightmare
just look in my gsc for nm_dual, there are a few light gscs that I have made
FX's
Posted: December 6th, 2006, 11:49 pm
by HavoC
k
thx