Creating a Custom Load Screen

Tutorials for CoD:WaW Mapping

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steveuk
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Creating a Custom Load Screen

Post by steveuk » November 25th, 2008, 5:13 pm

Creating a Custom Load Screen
Image
Creating your FX
* Create a GSC file, Intro To Scripting but fill it with the text below instead.

Code: Select all

#include maps\mp\_utility;

main()
{
        precacheFX();
        spawnFX();
}

precacheFX()
{
        level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium");
}

spawnFX()
{
        ent = maps\mp\_utility::createOneshotEffect( "mp_fire_medium" );
        ent.v[ "origin" ] = ( 0, 0, 0 );
        ent.v[ "angles" ] = ( 270, 0, 0 );  
        ent.v[ "fxid" ] = "mp_fire_medium";
        ent.v[ "delay" ] = -15;
}
2. Save the file as mp_yourmapname_fx.gsc in the same directory as your main script file.

3. Add the below line to your mp_yourmapname.gsc right under "maps\mp\_load::main();".

Code: Select all

maps\mp\mp_yourmapname_fx::main();
4. Update your zone file with "rawfile,maps\mp\mp_yourmapname_fx.gsc" if it is missing.

Description of your FX GSC
1. Your main function.

Code: Select all

main()
{
        precacheFX();
        spawnFX();
}
* This can do everything if you want but for organization purposes it is advised you have at least these two functions to separate the steps.

2. precacheFX() function

Code: Select all

precacheFX()
{
        level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium");
}

    * level._effect["mp_fire_medium"] is the name "mp_fire_medium" that will be referenced by all your scripts, this can be anything.
    * loadfx("maps/mp_maps/fx_mp_fire_medium") is the path to the tagged FX, notice that there is no extension on the end of the path. 
3. spawnFX() function

Code: Select all

spawnFX()
{
        ent = maps\mp\_utility::createOneshotEffect( "mp_fire_medium" );
        ent.v[ "origin" ] = ( 0, 0, 0 );
        ent.v[ "angles" ] = ( 270, 0, 0 );  
        ent.v[ "fxid" ] = "mp_fire_medium";
        ent.v[ "delay" ] = -15;
}

    * ent = maps\mp\_utility::createOneshotEffect( "mp_fire_medium" );
          o This calls what FX you want to play. 
    * ent.v[ "origin" ] = ( 0, 0, 0 );
          o Where the FX will be located in X, Y, Z coordinates. 
    * ent.v[ "angles" ] = ( 270, 0, 0 );
          o This is how the FX will be oriented by rotating the X, Y, Z. 
    * ent.v[ "fxid" ] = "mp_fire_medium";
          o The name of the FX should be the same as the first line. 
    * ent.v[ "delay" ] = -15;
          o This is the repeat rate.

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