Splash

Ph3n0m PoWeR
Ich weiß, wie man den Regen anzeigen lässt. Das Problem sind die "Splash"-Effekte. Der Regen an sich ist so wie er sein soll. Auch Straßenstaub und Feuer funktionieren perfekt.

Bild

Wie kann ich es auf dem Boden anzeigen lassen, damit es realistisch aussieht?
steinacker
zum thema regen usw. kannst auch mal in die iwd von der mp_village reinschauen

mp_village.iwd\maps\mp\mp_village_fx.gsc

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main()
{
	level._effect[ "wood" ]				 = loadfx( "explosions/grenadeExp_wood" );
	level._effect[ "dust" ]				 = loadfx( "explosions/grenadeExp_dirt_1" );
	level._effect[ "brick" ]			 = loadfx( "explosions/grenadeExp_concrete_1" );
	level._effect[ "coolaidmanbrick" ]		 = loadfx( "explosions/grenadeExp_concrete_1" );
	level._effect[ "rain_heavy_mist" ]		 = loadfx( "weather/rain_mp_farm" );
	level._effect[ "lightning" ]			 = loadfx( "weather/lightning_mp_farm" );
	level._effect[ "cgoshp_drips_a" ]		 = loadfx( "misc/cgoshp_drips_a" );
	level._effect[ "window_fire" ]		 	 = loadfx( "fire/firelp_med_pm" );
	level._effect[ "insects" ]		 	 = loadfx( "misc/insects_light_hunted" );
	 
	//ambient runners
	level._effect[ "water_noise_ud" ]		 = loadfx( "ambient_runners/mp_farm_water_noise_ud01" );
	level._effect[ "water_noise" ]			 = loadfx( "weather/water_noise" );

	
/#
	if ( getdvar( "clientSideEffects" ) != "1" )
		maps\createfx\mp_village_fx::main();
#/		
}



mp_village.iwd\maps\createfx\mp_village_fx.gsc

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Add_Rain()
{
	ent = maps\mp\_utility::createOneshotEffect( "rain_heavy_mist" );
	ent.v[ "origin" ] = ( -2448.0, -4100.0, 900 );
	ent.v[ "angles" ] = ( 270, 276, 0 );
	ent.v[ "fxid" ] = "rain_heavy_mist";
	ent.v[ "delay" ] = -1;

	ent = maps\mp\_utility::createOneshotEffect( "rain_heavy_mist" );
	ent.v[ "origin" ] = ( -6352.0, -592.0, 900 );
	ent.v[ "angles" ] = ( 270, 276, 0 );
	ent.v[ "fxid" ] = "rain_heavy_mist";
	ent.v[ "delay" ] = -1;
				
	ent = maps\mp\_utility::createOneshotEffect( "rain_heavy_mist" );
	ent.v[ "origin" ] = ( -3878.0, -551.0, 900 );
	ent.v[ "angles" ] = ( 270, 276, 0 );
	ent.v[ "fxid" ] = "rain_heavy_mist";
	ent.v[ "delay" ] = -1;

	ent = maps\mp\_utility::createOneshotEffect( "rain_heavy_mist" );
	ent.v[ "origin" ] = ( -2000.0, -1861.0, 900 );
	ent.v[ "angles" ] = ( 270, 276, 0 );
	ent.v[ "fxid" ] = "rain_heavy_mist";
	ent.v[ "delay" ] = -1;

	ent = maps\mp\_utility::createOneshotEffect( "rain_heavy_mist" );
	ent.v[ "origin" ] = ( -6100.0, -3479.0, 900 );
	ent.v[ "angles" ] = ( 270, 276, 0 );
	ent.v[ "fxid" ] = "rain_heavy_mist";
	ent.v[ "delay" ] = -1;
				
	ent = maps\mp\_utility::createOneshotEffect( "cgoshp_drips_a" );
	ent.v[ "origin" ] = ( -4194, 17, 214 );
	ent.v[ "angles" ] = ( 270, 26.5649, -26.565 );
	ent.v[ "fxid" ] = "cgoshp_drips_a";
	ent.v[ "delay" ] = -1;

	ent = maps\mp\_utility::createOneshotEffect ( "water_noise" );
	ent.v[ "origin" ] = ( -3169, -569, 53 );
	ent.v[ "angles" ] = ( 270, 276, 0 );
	ent.v[ "fxid" ] = "water_noise";
	ent.v[ "delay" ] = -1;
				
	ent = maps\mp\_utility::createOneshotEffect( "lightning" );
	ent.v[ "origin" ] = ( -2688.0, -4400.0, 624 );
	ent.v[ "angles" ] = ( 270, 276, 0 );
	ent.v[ "fxid" ] = "lightning";
	ent.v[ "delay" ] = -1;
				
}



und in der mp_village.gsc wird noch eine abfrage gestartet, ob der regen an oder aus ist

Code einblendenCode angehängt. Klicke hier zum Ein-/Ausblenden

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	if(getDvar( "scr_village_allow_rain" ) == "")
		setDvar("scr_village_allow_rain", 1);
	level.village_allow_rain = getDvarInt( "scr_village_allow_rain" );
	
	if(level.village_allow_rain)
	{
		ambientPlay("ambient_farm");
		thread maps\createfx\mp_village_fx::Add_Rain();
	}
	else
		ambientPlay("ambient_pipeline");


somit können admins den regen in der server.cfg ein und ausschalten