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Forum: All Forums : Call of Duty
Category: CoD Level Design
CoD mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, supersword, supersword, batistablr, Welshy
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Author Topic: Adding snow to you map
Rasta
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Since: Apr 10, 2004
Posts: 4397
Last: Jan 8, 2009
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Level 9
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Category: CoD Level Design
Posted: Friday, Mar. 11, 2005 12:51 pm
Here is a simple tutorial on how to add snow effect to you map:

Step1

First you need to create a script_origin


Step 2

Next give that script_origin some values, so press 'n' and type in targetname as the key and snow as the value


Step 3
Ok, now press the space bar to copy the entity and you need to create a whole field of them over the top of your map ( where the snow will fall)


Step 4
Compile your map, and now we will get down to scripting [tongue]
Make a new .gsc and put this in it (call the .gsc snow_effect.gsc)

Code:

main()
{
level.snoweffect = loadfx("fx/weather/snowfallfor5seconds.efx");
snowmitters = getentarray("snow","targetname");
delay = 5;
initialoffset = 0;
for(i=0;i<snow.size;i++)
{
snow thread snowblow(delay,initialoffset);
if(initialoffset < 5)
{
initialoffset += .2;
}
else
initialoffset = 0;

}
}

snowblow(delay,initialoffset)
{
wait initialoffset;
while(1)
{
playfx (level.snoweffect,self.origin);
wait delay;
}

}



Now in your yourmap.gsc (youmap = the name of you map) add this line to the top:

Code:
 mapsmpsnow_effects::main(); 



Step 5

Now to get this to work your need to find the snow fx. The fx your need are called:
snowfall.efx
snowfallfor5seconds.efx

In you pk3 add another folder called fx, and inside that make another folder called weather and put those two fx files in it.

Step 6

That should be about it for them to work, put the pk3 in your main and start as you would any other map.

Happy gaming/mapping
Rasta lol
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Rasta
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Category: CoD Level Design
Posted: Friday, Mar. 11, 2005 01:03 pm
i have submitted a download you will need which has the fx and the .gsc
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bobo34
General Member
Since: Feb 18, 2005
Posts: 68
Last: Feb 6, 2007
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Level 3
Category: CoD Level Design
Posted: Friday, Mar. 11, 2005 02:36 pm
Great!

Thnx Rasta [biggrin]
Rasta
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Category: CoD Level Design
Posted: Friday, Mar. 11, 2005 03:36 pm
no problem
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Ricsta
General Member
Since: Jun 9, 2004
Posts: 932
Last: May 27, 2007
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Level 7
Category: CoD Level Design
Posted: Friday, Mar. 11, 2005 03:42 pm
Great... now make a tutorial on how to get sounds coming from a origin brush [tongue]

Thx

R|C$t@ (the guy who owns rasta)
Rasta
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Level 9
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Category: CoD Level Design
Posted: Friday, Mar. 11, 2005 03:44 pm
lmao @ R|C$t@ (the guy who owns rasta)
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Rasta
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Last: Jan 8, 2009
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Category: CoD Level Design
Posted: Saturday, Mar. 12, 2005 05:18 am
as styder said to me in a pm, all this info i got from a pk3 that was made by somebody else (cant remeber his/her name) but i thought ide just explain how to do it anyway

Apologise for not mensioning this earlier
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Ricsta
General Member
Since: Jun 9, 2004
Posts: 932
Last: May 27, 2007
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Level 7
Category: CoD Level Design
Posted: Saturday, Mar. 12, 2005 05:24 am
so u should be, taking credit for other peoples work, tut tut

now go to your room young man

l0l, only kidding rasta

was nice of u to share it with us all [biggrin]
Rasta
Preferred Member
Since: Apr 10, 2004
Posts: 4397
Last: Jan 8, 2009
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Level 9
Forum Moderator
Im a fan of MODSonair
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Category: CoD Level Design
Posted: Saturday, Mar. 12, 2005 05:31 am
l0l well i wasnt taking credit as i didnt say.. thank rasta. But i didnt thank the person i got the info from so im sorry [cry] [cry]

But atleast people no how to do it now [smile]
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 1662
Last: Jan 8, 2009
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Level 8
Im a fan of MODSonair
Category: CoD Level Design
Posted: Saturday, Mar. 12, 2005 06:45 am
hmm snow a? how about rain? (sorry to be picky) lol lol
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