Creating a Custom Load Screen
Posted: November 25th, 2008, 5:13 pm
Creating a Custom Load Screen
Creating your FX
* Create a GSC file, Intro To Scripting but fill it with the text below instead.
2. Save the file as mp_yourmapname_fx.gsc in the same directory as your main script file.
3. Add the below line to your mp_yourmapname.gsc right under "maps\mp\_load::main();".
4. Update your zone file with "rawfile,maps\mp\mp_yourmapname_fx.gsc" if it is missing.
Description of your FX GSC
1. Your main function.
* This can do everything if you want but for organization purposes it is advised you have at least these two functions to separate the steps.
2. precacheFX() function
3. spawnFX() function
Creating your FX
* Create a GSC file, Intro To Scripting but fill it with the text below instead.
Code: Select all
#include maps\mp\_utility;
main()
{
precacheFX();
spawnFX();
}
precacheFX()
{
level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium");
}
spawnFX()
{
ent = maps\mp\_utility::createOneshotEffect( "mp_fire_medium" );
ent.v[ "origin" ] = ( 0, 0, 0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "mp_fire_medium";
ent.v[ "delay" ] = -15;
}
3. Add the below line to your mp_yourmapname.gsc right under "maps\mp\_load::main();".
Code: Select all
maps\mp\mp_yourmapname_fx::main();
Description of your FX GSC
1. Your main function.
Code: Select all
main()
{
precacheFX();
spawnFX();
}
2. precacheFX() function
Code: Select all
precacheFX()
{
level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium");
}
* level._effect["mp_fire_medium"] is the name "mp_fire_medium" that will be referenced by all your scripts, this can be anything.
* loadfx("maps/mp_maps/fx_mp_fire_medium") is the path to the tagged FX, notice that there is no extension on the end of the path.
Code: Select all
spawnFX()
{
ent = maps\mp\_utility::createOneshotEffect( "mp_fire_medium" );
ent.v[ "origin" ] = ( 0, 0, 0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "mp_fire_medium";
ent.v[ "delay" ] = -15;
}
* ent = maps\mp\_utility::createOneshotEffect( "mp_fire_medium" );
o This calls what FX you want to play.
* ent.v[ "origin" ] = ( 0, 0, 0 );
o Where the FX will be located in X, Y, Z coordinates.
* ent.v[ "angles" ] = ( 270, 0, 0 );
o This is how the FX will be oriented by rotating the X, Y, Z.
* ent.v[ "fxid" ] = "mp_fire_medium";
o The name of the FX should be the same as the first line.
* ent.v[ "delay" ] = -15;
o This is the repeat rate.