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{OSG}Brodie
June 3rd, 2013, 12:39
hi there i have on my new map, Flood got moving boats i have attatched a script origin to the script brushmodel and have been trying to get the script origin to loop an fx behind the boat as it moves but i get nothing i have tried to place slicks river fx behind the speedboat as i think it would look ace but as its not a static origin? any ideas please
thankyou , hopefully in advance

Gerry
June 4th, 2013, 04:13
This works in CoD5 not sure for 4.
Don't worry about a script origin.
Whatever variable you've assigned to the script models targetname you can use it.

If you have for example:
boat = getent("boat","targetname");

You can put when your boat starts to move:
boat playloopsound("boat_engine");

The model will be the origin & generate the sound.

boat_engine is the name of the soundalias used in the soundaliases/mp_yourmap.csv file. You can use whatever names you like.

{OSG}Brodie
June 4th, 2013, 15:19
yea the sound works fine m8 its actually geting an fx to follow the boat as in a visual fx ok np its given me some food for thought at least i could try the visual fx i the same manner as a oneshot or loopfx maybe sweet ill try that thanks

Gerry
June 5th, 2013, 04:07
Sorry about that, I should have read your post better.
You can play fx using the entity's origin.

PlayFX(level._effect["engine_fx"], (boat.origin));

Or with FX Angles whichever works.

PlayFX(level._effect["engine_fx"], (boat.origin), AnglesToUp(boat.angles), AnglesToForward(0, 0, 0));