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  1. #1
    Boon Pek's Avatar
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    [Solved]PlayFX() doesn't apply to new joiners.

    Hello there,

    As of now I still am optimizing QCZM, and have created several new functions. One of them requires a PlayFX(level.spawnGlow["enemy"], (x, y, z)) to be called to play a tactical insertion effect as there are no TI models that glow (as my search goes :P).

    So to fix this, I used this custom function that replays the FX every time a new player joins, but that'll mean that existing players would have the effect replayed.

    Code:
    doPlayFX(fx, location)
    {
    	self endon("disconnect");
    
    	playfx(fx, location);
    
    	for(;;)
    	{
    		level waittill( "connected", player );
    		playfx(fx, location);
    	}
    }
    I have tried deleting the FX to no avail, so any help would truly be appreciated
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  2. #2
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    Try this, is the code I use, and it works, I am not giving it complete, only for derail, :P. You can change here the part of body. I made a FX list, and is posted in this forum, you can find more there.

    Code:
    doZombieFlare()
    {
    	if(self.isZombie == 1) // Zombie
    	{
    		wait 2;
    	if(getDvar("mapname") == "mp_derail")
                  { 
                     wait 2;
    		 FlameFX2 = playFxOnTag( level._effect[ "snow_spray_detail_oriented_runner" ], self, "j_head" );
    		 FlameFX2 = playFxOnTag( level._effect[ "snow_spray_detail_oriented_runner_large" ], self, "pelvis" );
                  }
    
    	}
    
    	if(self.isZombie == 2) // Alpha Zombie
    	{
    		wait 2;
    	if(getDvar("mapname") == "mp_derail")
                  { 
                     wait 2;
    		 FlameFX2 = playFxOnTag( level._effect[ "snow_spray_detail_oriented_runner" ], self, "j_head" );
    		 FlameFX2 = playFxOnTag( level._effect[ "snow_spray_detail_oriented_runner_large" ], self, "pelvis" );
                  }
    
                  }
    }
    Last edited by Yamato; 01-15-2011 at 02:51 AM. Reason: extra info

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    Boon Pek (01-15-2011)

  4. #3
    master131's Avatar
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    Quote Originally Posted by Boon Pek View Post
    Hello there,

    As of now I still am optimizing QCZM, and have created several new functions. One of them requires a PlayFX(level.spawnGlow["enemy"], (x, y, z)) to be called to play a tactical insertion effect as there are no TI models that glow (as my search goes :P).

    So to fix this, I used this custom function that replays the FX every time a new player joins, but that'll mean that existing players would have the effect replayed.

    Code:
    doPlayFX(fx, location)
    {
    	self endon("disconnect");
    
    	playfx(fx, location);
    
    	for(;;)
    	{
    		level waittill( "connected", player );
    		playfx(fx, location);
    	}
    }
    I have tried deleting the FX to no avail, so any help would truly be appreciated
    Simple can't you just make a thread when they spawn and play the FX instead of being lazy?
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  6. #4
    Boon Pek's Avatar
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    What I'm trying to accomplish here is to play the FX on a level scale, not on a single person :P What I mean by that is to like, set the TI FX as a model instead of a FX, as when an effect plays it goes on playing for the entire game - even for players which have just joined cuz as far as I know, PlayFX() only plays the effect for all current players.'

    Edit: An example of this would be QCZM 4.5's glowing map, whereby the TI FX only plays to current users who are in game when the function is called - not to new players.
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  7. #5
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    Code:
    doPlayFX(fx, location)
    {
    	self endon("disconnect");
    
    	playfx(fx, location);
    
    	for(;;)
    	{
    		foreach(player in level.players) {
    		     if(!isDefined(player.hasConnected)) {
    		         playfx(fx, location);
    		         player.hasConnected = true;
    		     }
    		}
    		wait 0.05;
    	}
    }
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  9. #6
    Boon Pek's Avatar
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    Thanks again, master131. But that code, basically it just plays the FX over and over again without deleting the previous FX, right? Which would mean that the Tactical Insertion code would be played over and over again until... until it doesn't look subtle anymore :S

    Is there a way to delete an effect, ie:

    Code:
    fx = PlayFX(level.spawnGlow["enemy"], (0, 0, 0));
    wait 5;
    fx delete();
    That one doesn't work
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  10. #7
    master131's Avatar
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    No idea, Arasonic seem to have found something so ask him. I know you could delete FX like you wrote above in older CODs I think but it doesn't work in MW2.
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  12. #8
    Boon Pek's Avatar
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    Thank you very much, master131

    I have found out how to do it

    Code:
    fxs = SpawnFX(level.spawnGlow["friendly"], location);
    TriggerFX( fxs );
    wait 5;
    fxs delete();
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  13. #9
    master131's Avatar
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    /marked as solved
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