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antocro

Help Mising FX

8 posts in this topic

I m add this script in map.gsc!
 

 thread fire();
}

fire()

{

fire1 = getent("fire1","targetname");
level._effect[ "fire" ] = loadfx( "fire/firelp_med_pm" );
maps\mp\_fx::loopfx("fire", (fire1.origin), 3, (fire1.origin) + (2108, 1192, -1828));

fire2 = getent("fire2","targetname");
level._effect[ "fire" ] = loadfx( "fire/firelp_med_pm" );
maps\mp\_fx::loopfx("fire", (fire2.origin), 3, (fire2.origin) + (2956, 1184, -1836));

}

130001528-4.jpg

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Load the effect in your .csv (otherwise known as Zone Files).

 

For example if my effect is in the fire folder and is called 'fire1' I would write this: fx,fire/fire1

 

To get to your Zone Files it is number 4 on your compile tools list.

 

Hope this helps.

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main()
{
      level._effect[ "fire" ] = loadfx( "fire/firelp_med_pm" );

      thread fire();
}

fire()

{

fire1 = getent("fire1","targetname");
maps\mp\_fx::loopfx("fire", (fire1.origin), 3, (fire1.origin) + (2108, 1192, -1828));

fire2 = getent("fire2","targetname");
maps\mp\_fx::loopfx("fire", (fire2.origin), 3, (fire2.origin) + (2956, 1184, -1836));

}

I know Sentrex's post is probably what fixed this issue for you, but I have spotted something in your code that seems to be a bit off to me.

 

Not sure if this will actually make a difference but you only have to define what level.effect [ "fire" ] is once, as once it's defined, the game already knows what it is and doesn't need to be defined twice.

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Load the effect in your .csv (otherwise known as Zone Files).

 

For example if my effect is in the fire folder and is called 'fire1' I would write this: fx,fire/fire1

 

To get to your Zone Files it is number 4 on your compile tools list.

 

Hope this helps.

 

I have tried so like you said, and will not work!

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Please post how you fixed it for others in case they get the same problem.

 

I add fx,fire/firelp_med_pm in me zone file!

 

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