Moving fire

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Moving fire

Post by Nightmare » April 9th, 2006, 8:07 pm

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.
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Post by Lisa » April 9th, 2006, 10:30 pm

:lol: :lol: Dude, you think of the wierdest things to do on maps :!: :wink:
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Post by Nightmare » April 10th, 2006, 12:09 am

Thanks Lisa, but seriously. Is it possible.
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Post by Dan2k3k4 » April 10th, 2006, 12:56 am

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) :P and just make that move :D
I don't think it's possible to move .fx stuff :o although you can move entities soo hmm, create a fire entity :lol: 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 ;)

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Post by Drofder2004 » April 10th, 2006, 6:33 pm

http://www.modsonline.com/index.php?mod ... ead&id=275

Just use a moveTo command instead of Rotate.
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Post by Nightmare » April 11th, 2006, 12:45 am

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?
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Post by Drofder2004 » April 11th, 2006, 1:25 am

Search? ;)

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 ["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

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)
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Post by Pedsdude » April 11th, 2006, 1:47 pm

lol, I knew Drofder would have the answer to this question :roll:
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Post by Nightmare » April 12th, 2006, 12:28 am

wow, thanks for the list, I might use those sometime :)
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