Moving fire
Moderator: Core Staff
Moving fire
I've just been wondering, is it possible to make fire move from left to right like you can with a platform, it might be possible, but I dont know how I could script it.
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
Thanks Lisa, but seriously. Is it possible.
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
-
- CJ Worshipper
- Posts: 264
- Joined: February 5th, 2005, 12:10 pm
- Location: London, UK
- Contact:
Well maybe you could try moving a platform that has the mp_ship sea texture... then just create your own fire texture (or lava coughDrofdercough)
and just make that move 
I don't think it's possible to move .fx stuff
although you can move entities soo hmm, create a fire entity
but I don't think entities on there own can move, don't think I've seen one, since there all objects like weapons or sandboxes :\ Leveller or Drofder should know 


I don't think it's possible to move .fx stuff



-
- Core Staff
- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
yes, thats really nice, but the thing is, where in the script do I add the command for there to be fire instead of light?
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
-
- Core Staff
- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
Search? 
Change ["light_beam"] to something related to your effect (e.g ["Fire_Roof"])
Change ("fx/map.../v...efx") to the one of the following...

Code: Select all
main()
{
level._effect["light_beam"] = loadfx ("fx/map_sicily1/v_light_lighthouse.efx"); //Change to your FX!
wait 2;
level thread lighthouse_light();
}
Change ("fx/map.../v...efx") to the one of the following...
Code: Select all
I want to know about the FX in COD and what they do? List by StrYdeR
Cannon (fx/cannon/…)
brick.efx // A single-column medium to large explosion with fire and smoke and a random # of small to medium grey brick gibs that dissolve quickly
buildingpop.efx // A single-column medium explosion with black smoke only (no fire) and a random # of small to medium grey concrete? gibs
demolition_1.efx // A single-column very large & powerful explosion with fire and smoke and a random # of medium to large grey concrete gibs that linger
demolition_1sml.efx // A single-column medium explosion with fire and oily black smoke (fire disappears quickly – smoke lingers a bit) with a random # of small to medium grey concrete gibs that slowly dissolve
demolition_2sml.efx // A single-column medium explosion with fire and oily black smoke (more smoke than fire) with a random # of medium grey concrete gibs that ??swell?? then disappear
demolition_2sml_tame.efx // A single-column small (tame) explosion with fire and smoke with random # of small to medium grey concrete gibs that disappear before they hit the ground
dirt2.efx // A small column of grey dust with a few small gibs that disappear before reaching the ground
dirt.efx // A very small poof of dust with a small column extending through it with a few small dark gibs that disappear before reaching the ground
dust.efx // A column of black (smokelike) dust
fire_emready.efx // A medium ball of fire that doesn’t follow the origin path – just appears then dissolves or fades (orange-red in color)
glass.efx // Resembles a whole window exploding c/w smoky glass gibs that disappear quickly [picture a bomb exploding in a room and the window blowing out from the pressure] dust cloud present as well
glass_nolight.efx // Resembles a whole window exploding c/w smoky glass gibs that disappear quickly [picture a bomb exploding in a room and the window blowing out from the pressure] dust cloud present as well (*not sure of the difference between the glass & glass_nolight)
glass_tame.efx // Resembles a whole window exploding c/w smoky glass gibs that disappear quickly [picture a bomb exploding in a room and the window blowing out from the pressure] dust cloud present as well (tamer than the above 2 as the name suggests)
missile_flash.efx // A large orange/red/yellow flash that would resemble a missle impact no fire, no smoke – just a flash
missile_launch.efx // A flash accompanied with smoke and a projectile (missile) launched along target path [like a shell leaving an 88]
missile_launcha.efx // Same as above but with a larger flash effect
missile_launchrunner.efx // A flash accompanied with smoke and a missile projectile that trails smoke along its target path
missile_launchtst.efx // A large flash accompanied with smoke and a very fast missile trailing smoke
stone.efx // A column of smoke/dust with 2 or 3 medium to large dark stone gibs that move fast and disappear before touching the ground
stone_rocket1.efx // A column of smoke/dust that skips along the ground ??trailing a stone rocket?? (I couldn’t catch it – so it might not even be there)
wood.efx // A burst of flame and lots of smoke – random # of gibs flying (looks like rock and wood chunks) [nice effect – rather large]
wood_close.efx // A large burst of flame and a couple of wood plank gibs flipping through the air – they disappear before hitting the ground
woodcrate.efx // 4 or 5 small gibs of broken crate like material that tumble through the air – dissolving in the air
woodplank.efx // A column of flame and very little smoke with 2 or 3 medium gibs of plank that disappear in the air
Explosions (fx/explosions/…)
aircraft_down.efx // A slowly expanding ball of flame and smoke
berlin_explosion.efx // A column of smoke/dirt with rock gibs that disappear slowly on the ground – leaves a scorch-mark at the origin that very slowly fades
boom_dirt.efx // 4 columns of dirt spreading in a direction towards the target and away from the origin (outward) with a single column of smoke and fire in the middle towards the origin
darksmoke_rnr2.efx // 2 or 3 thin streamers of dark smoke – doesn’t travel very far
darksmoke_rnr3.efx // 2 or 3 thin streamers of grey/white smoke – doesn’t travel very far
darksmoke_rnr.efx // 3 or 4 streamers of fast dissipating black smoke – gravity seems to really affect this one
dirt_column1.efx // 4 columns of dirt spreading in a direction towards the target and away from the origin (outward) with a single column of smoke and fire in the middle towards the origin
dirt_column2.efx // 4 columns of dirt spreading in a direction towards the target and away from the origin (outward) – NO FIRE OR SMOKE
dirt_em.efx // A single lob of dirt particles (like a shovel full) that neither travels far or is large in size
em_exsmoke2.efx // A small little poof of white smoke
em_exsmoke.efx // A small little poof of light grey smoke
em_fire2.efx // A small little poof of fire
em_gravel.efx // A small little poof of gravel
emsmoke_fill.efx // A quick full thick column of dark grey smoke
exp_fill1.efx // A slow explosion effect with fire and oily black smoke
exp_fill1_tame.efx // Same as above – but as the name suggests TAMER
exp_fill1lite.efx // A slow explosion effect with lots of fire and smoke
exp_fill1nl.efx // A slow – almost lazy – explosion effect with fire and smoke
exp_fill2.efx // A small poof type explosion with fire and smoke – not large by any means
exp_fill2lite.efx // A large smoke only explosion with dark grey/black smoke
exploder1.efx // A large and fast explosion with a dusty yellow main effect and a thin smoke – has some fast moving gibs that disappear in the effect
exploder_brick.efx // A large and fast explosion with black smoke (no fire) and some fast moving red brick gibs that disappear in the air
explosion1.efx // A large and fast explosion with fire and black smoke and odd shaped small white gibs thrown from the source at random angles
explosion1_beach.efx // A medium slow explosion with a column of flame developing out of a fireball and smoke at the source
explosion1_heavy.efx // A medium to large slow explosion with a light column of flame developing out of a large and bright fireball and smoke at the source
explosion1_nl.efx // A medium to large explosion with a traveling poof of flame that develops out of a bright and large ball of flame at the source (no smoke)
explosion1_nolight.efx // A medium to large explosion that develops out of a ball of smoke and flame and produces a random number of white pieces that fly outward randomly from the source
explosionstart2.efx // A fast single bright fire column from the source (no smoke)
explosionstart.efx // A 2 stage explosion effect where the first stage shoots 3 to 4 columns of fire out from the source in a random direction and the second stage does it again but smaller and less powerful
explosive_fire1.efx // A small 2 stage explosion with 2 poofs of flame (no smoke)
fire_hit.efx // A medium 2 stage explosion with 2 poofs of flame – the second traveling outward and through the first (no smoke)
fireball1_em.efx // A small to medium slow fireball (no smoke)
fireball2_em.efx // A small to medium fireball – slightly faster than the above (no smoke)
fireball2_gren.efx // A small to medium poof fireball (?grenade?) – no smoke
fireball3_em.efx // A small to medium slow and lazy fireball – no smoke
fireball4_em.efx // A small to medium slow and lazy fireball – no smoke – at the source
firestraight1.efx // A thin column of flame – no smoke
firethrow1.efx // A thick column of flame – no smoke – very bright
firethrow_fu.efx // 2 thick columns of flame – no smoke – very bright like a fuel tank explosion then disappears
flakkcannon_exploder.efx // A 3 stage explosion with a fireball and black smoke – then a column of flame through that – (random trailers or offshoots) – fading column then fireball fading
flameless.efx // A single column of hokey looking flame – no smoke
flameout_part1.efx // A double stage explosion that starts with a slow fireball and heavy black smoke with the fire ball fading – then another smaller fireball and then the smoke dissipates
flameout_part2.efx // A delayed explosion with a fireball at the source and 3 – 4 columns of flame traveling rapidly outward towards the origin and outwards – very fast and bright
fueltank_ned.efx // A small flash bang explosion – has a rapidly fading fireball at the source and a small cloud of smoke that spreads away from the source and fades
glass_shatter.efx // A random number of glass gibs that fly away from the source towards the origin – what else would you expect?
grenade1.efx // A quick flash-bang type of effect – random small grey gibs - very slight fireball with a random number of light grey poofs of smoke at the source and a cloud of darker smoke that extends towards the origin – leaves a burn mark on the brush that slowly fades (think of a grenade exploding on a sidewalk)
grenade2.efx // Same as above less the fireball effect
grenade3.efx // Same as above but smaller
grenade_molotov.efx // A quick flash-bang type of effect – random number small grey gibs – very slight fireball with a dark cloud of smoke – does not leave a mark at the source
grenade_snow.efx // A quick flash-bang type of effect – random numbers of small snow white gibs – slight fireball with 1 or 2 columns of snow
grenade_water.efx // A quick flash-bang type of effect – slight fireball at the source with black smoke and a water spray effect
ground.efx // Looks like a shovel full of dirt getting thrown from the source towards the origin – does not travel far
metal_b.efx // A large 4 stage explosion – first 2 or 3 columns of fire in random directions from the source with small gibs – then four columns of fire with black smoke that extend from the source to the origin and outwards – more smoke – then a fireball flash at the source that fades
metal_bbackup.efx // Very akin to the above
moltov_hit.efx // A slow lazy fireball effect with random outshoots of flame from the source
mp_bomb.efx // A small flash-bang effect with a random number of grey gibs – a small fireball flash and dark smoke – has smaller grey poofs of smoke around the source and leaves a fading black scorch mark on the brush – also Complete with sound
mutha1.efx // A very large explosion – has a thick column of fire and smoke emerging from a large fireball with columns of dirt erupting from the source towards the origin
mutha1_nl.efx // A very large and fast explosion – slight fireball at the source with dark smoke extending outwards to the origin – four columns of dirt and light smoke near the source of the fx
mutha2.efx // Same as above with lighter smoke extending outwards
new_emsmokerunner.efx // A single thin runner of black smoke that travels towards the origin
new_explosions1.efx // 5+ thin smoke runners that spread out quickly followed by 1 or 2 fire columns that dissipate into a fireball at the source
new_explosions2.efx // 4 columns of fire that spread rapidly from the source then a secondary flash as smaller columns erupt from a fireball at the source – no smoke
newmetal_b.efx // 4 columns of fire that extend outward from the source followed by 3 – 5 columns of fire extending outwards from the source towards the origin flanking a thick column of smoke – a ball of fire at the source with random dark gibs
newmetal_c.efx // 4 columns of fire that extend outward from the source followed by 3-5 columns of fire extending outwards toward the origin – a ball of fire with random small dark gibs and then a cloud of grey smoke towards the origin
pathfinder_explosion.efx // A slow fireball at the source moving towards the origin – flanked by a poof cloud of black smoke – medium sized explosion complete with sound
****2.efx // A small fireball at the source
****.efx // A small fireball at the source that is also a light source
shock.efx // A small and quick shockwave effect
smokerunner1.efx // A small thin column of gravity affected black smoke
tank_explosion.efx // A fireball at the source then 2 columns of flame extending outwards to the origin and spreading slightly
test1_emit1.efx // 2-4 columns of fire traveling a medium distance from the source then expanding into fireballs that waft through the air – no smoke
v2_explosion.efx // A hokey column of ?fire? extending from the source to the origin
waterhit_barge.efx // A massive explosion from the russian level where the barge gets exploded. Starts with shockwaves and fire from the source towards the origin and gibs of wood flying – then has 2 clouds of water droplets and black smoke – ends with ?rain drops?
whitesmoke_rnr.efx // A thin runner of white/grey smoke
Explosions --> Newstages (fx/explosions/newstages/…)
heavy.efx // A small double fireball at the source
heavy_stream.efx // A medium explosion with expanding columns of fire (no smoke)

Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010
wow, thanks for the list, I might use those sometime 

Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
Who is online
Users browsing this forum: No registered users and 2 guests