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  1. #1
    MuLtiHuNTeR's Avatar
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    Adding Fire To Map

    Just created my bunker on Vacant but felt like something is missing.
    Tried to add fire but failed...
    So how to add fire and maybe other effects to maps that dont have them?

  2. #2
    aIW|Convery's Avatar
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    Let 40 semtex a sec explode where you want the fire?

  3. #3
    Yamato's Avatar
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    This, just change the angles, the effect and the coordinate:

    Code:
            playFX(level._effect[ "light_shaft_motes_airport" ], (554,260,119));
            angles = (90, 90, 0);
    This are the FX list of Vacant, you can also try Harrier and helicopter fires to do it.

    Code:
    	level._effect[ "hallway_smoke" ]							= loadfx( "smoke/hallway_smoke_light" );
    	level._effect[ "light_shaft_dust_large" ]					= loadfx( "dust/light_shaft_dust_large" );	
    	level._effect[ "room_dust_200" ]							= loadfx( "dust/room_dust_200_blend" );	
    	level._effect[ "room_dust_100" ]							= loadfx( "dust/room_dust_100_blend" );	
    	level._effect[ "battlefield_smokebank_S" ]					= loadfx( "smoke/battlefield_smokebank_S" );
    	level._effect[ "dust_ceiling_ash_large" ]					= loadfx( "dust/dust_ceiling_ash_large" );
    	level._effect[ "ash_spiral_runner" ]			 			= loadfx( "dust/ash_spiral_runner" );
    	level._effect[ "dust_wind_fast_paper" ]						= loadfx( "dust/dust_wind_fast_paper" );
    	level._effect[ "dust_wind_slow_paper" ]						= loadfx( "dust/dust_wind_slow_paper" );
    	level._effect[ "trash_spiral_runner" ]						= loadfx( "misc/trash_spiral_runner" );
    	level._effect[ "leaves_spiral_runner" ]						= loadfx( "misc/leaves_spiral_runner" );
    	level._effect[ "dust_ceiling_ash_large_mp_vacant" ]			= loadfx( "dust/dust_ceiling_ash_large_mp_vacant" );
    	level._effect[ "room_dust_200_mp_vacant" ]					= loadfx( "dust/room_dust_200_blend_mp_vacant" );	
    	level._effect[ "light_shaft_dust_large_mp_vacant" ]			= loadfx( "dust/light_shaft_dust_large_mp_vacant" );	
    	level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" );

  4. The Following 2 Users Say Thank You to Yamato For This Useful Post:

    DEREK TROTTER (02-03-2011),MuLtiHuNTeR (02-03-2011)

  5. #4
    MuLtiHuNTeR's Avatar
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    Quote Originally Posted by Yamato View Post
    This, just change the angles, the effect and the coordinate:

    Code:
            playFX(level._effect[ "light_shaft_motes_airport" ], (554,260,119));
            angles = (90, 90, 0);
    This are the FX list of Vacant, you can also try Harrier and helicopter fires to do it.

    Code:
    	level._effect[ "hallway_smoke" ]							= loadfx( "smoke/hallway_smoke_light" );
    	level._effect[ "light_shaft_dust_large" ]					= loadfx( "dust/light_shaft_dust_large" );	
    	level._effect[ "room_dust_200" ]							= loadfx( "dust/room_dust_200_blend" );	
    	level._effect[ "room_dust_100" ]							= loadfx( "dust/room_dust_100_blend" );	
    	level._effect[ "battlefield_smokebank_S" ]					= loadfx( "smoke/battlefield_smokebank_S" );
    	level._effect[ "dust_ceiling_ash_large" ]					= loadfx( "dust/dust_ceiling_ash_large" );
    	level._effect[ "ash_spiral_runner" ]			 			= loadfx( "dust/ash_spiral_runner" );
    	level._effect[ "dust_wind_fast_paper" ]						= loadfx( "dust/dust_wind_fast_paper" );
    	level._effect[ "dust_wind_slow_paper" ]						= loadfx( "dust/dust_wind_slow_paper" );
    	level._effect[ "trash_spiral_runner" ]						= loadfx( "misc/trash_spiral_runner" );
    	level._effect[ "leaves_spiral_runner" ]						= loadfx( "misc/leaves_spiral_runner" );
    	level._effect[ "dust_ceiling_ash_large_mp_vacant" ]			= loadfx( "dust/dust_ceiling_ash_large_mp_vacant" );
    	level._effect[ "room_dust_200_mp_vacant" ]					= loadfx( "dust/room_dust_200_blend_mp_vacant" );	
    	level._effect[ "light_shaft_dust_large_mp_vacant" ]			= loadfx( "dust/light_shaft_dust_large_mp_vacant" );	
    	level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" );

    Man you should make a list of all effects and must be pinned!
    THANKS!
    P.S where i can find helicopter fire effect?
    Last edited by MuLtiHuNTeR; 02-03-2011 at 12:47 PM.

  6. #5
    Yamato's Avatar
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    Quote Originally Posted by MuLtiHuNTeR View Post
    Man you should make a list of all effects and must be pinned!
    THANKS!
    I made it a long time ago and posted it here, is not complete, but I can update it if everybody wants:

    https://www.mpgh.net/forum/323-call-d...9-fx-list.html

  7. #6
    MuLtiHuNTeR's Avatar
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    Tried this:

    playFX(level.chopper_fx[ "fire_smoke_trail_L" ], (-2300, -8364 , 252));
    angles = (0, 0, 0);
    playFX(level.chopper_fx[ "fire_smoke_trail_L_emitter" ], (-525, -8649 , 270));
    angles = (0, 0, 0);
    playFX(level.chopper_fx["fire"]["trail"]["large"], (-2300, -8364 , 252));
    angles = (0, 0, 0);
    playFX(level.chopper_fx["damage"]["on_fire"], (-525, -8649 , 270));
    angles = (0, 0, 0);

    But still no fire. Am i missing something?

  8. #7
    mathieutje12's Avatar
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    not in every maps are the same playfx's every map got different fx's

  9. #8
    [WhA]4FunPlayin's Avatar
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    Is level.chopper_fx["damage"]["on_fire"] defined?