Ok, I have gotten certain FX to work in a small test map, and the rest just don't show up. I haven't tried a large number of them yet, but I two that I was able to get to work are Steam -> Piping, and Water -> Falls.
Is there anything special you have to do to get the rest to work, or is it just a problem with the editor or compiling?
Anyway, the reason I want to know is that I want to add some vents that have what appears to be wind or steam coming out of them, and when the player steps on them, he is launched to a higher elevation using "push." Does anyone have suggestions for which FX would be good for achieving this?
Adding FX to a map
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Adding FX to a map
Last edited by FoShizzle on Wed Jun 11, 2003 9:06 pm, edited 1 time in total.
Fx
You could make the steam a larger scale, but I think you want something faster. So, You'll have to make a new Tiki file for it (.tik). Some fx tiki's only work if you start the animation in the script, and some were just never finished by 2015.
$myfx anim start
The animation code words (like idle, start, and stop) can be seen by hitting the "Anim:" +/- buttons in the entity window (key N).
$myfx anim start
The animation code words (like idle, start, and stop) can be seen by hitting the "Anim:" +/- buttons in the entity window (key N).
I'm not very good with the scripting side of things, but I know there are a few smoke textures that would probably accomplish what you're looking for. There's one, I believe it's 'FX/Smoke/Full', but I may be wrong... it's a billowing black smoke that extends quite far. You'd have to rotate the object itself, so it doesn't billow sideways, but rather billows upwards.
It's not going to achieve the 'steam' effect you're looking for, but it would probably look really cool.
It's not going to achieve the 'steam' effect you're looking for, but it would probably look really cool.
Re: Fx
Is that how you set animes like that up ? Cause I noticed that too about the animes some of them not showing up. Like the water plume. Is this how YOU achieve it?tltrude wrote:You could make the steam a larger scale, but I think you want something faster. So, You'll have to make a new Tiki file for it (.tik). Some fx tiki's only work if you start the animation in the script, and some were just never finished by 2015.
$myfx anim start
The animation code words (like idle, start, and stop) can be seen by hitting the "Anim:" +/- buttons in the entity window (key N).

well lets look at part of pipe_steam.tik
$mytargetname anim start or $mytargetname anim stop .
Also look at the other parameters . spawnrate life velocity etc . You can make a custom.tik and play with these values and see what you can come up with may be better than anything already made . Just copy the pipe_steam.tik call it mypipe_steam.tik and play around with it put it in your pak in the models/emitters directory and it will show up in mohradiant don't forget to rename the quaked line at the end this is the name you see in mohradiant
/*QUAKED fx_mysteam_piping (0.0 0.5 0.5 ) (-8 -8 -8 ) (8 8 8 )
quick full steam
follows editor directional pointer
Doesn't collide.
*/
To lift you when you step on it make a script_object from a brush with the clip texture on it to step on $targetname myclipbrush and then put a trigger_multiple over it then do this
Key:setthread Value:lift_player
in your script
lift_player:
$myclipbrush moveup 160
$myclipbrush speed 5 // set speed here
$myclipbrush waitmove
wait 2
$myclipbrush movedown 160
$myclipbrush move
end
as you can see it has 3 animations idle start stop . Idle does nothing but the other two are pretty obvious . You give it a $targetname and doclient
{
originemitter steam1
(
spawnrate 24.00
model vsssource.spr
alpha 0.50
color 1.00 1.00 1.00
scale 0.30
life 1.00
scalerate 0.50
velocity 150.00
accel 0.00 0.00 300.00
friction 5.00
scalemin 0.30
scalemax 0.80
fade
randomroll
)
}
}
animations
{
idle dummy3.skc
start dummy3.skc
{
client
{
enter emitteron steam1
}
}
stop dummy3.skc
{
client
{
enter emitteroff steam1
}
}
$mytargetname anim start or $mytargetname anim stop .
Also look at the other parameters . spawnrate life velocity etc . You can make a custom.tik and play with these values and see what you can come up with may be better than anything already made . Just copy the pipe_steam.tik call it mypipe_steam.tik and play around with it put it in your pak in the models/emitters directory and it will show up in mohradiant don't forget to rename the quaked line at the end this is the name you see in mohradiant
/*QUAKED fx_mysteam_piping (0.0 0.5 0.5 ) (-8 -8 -8 ) (8 8 8 )
quick full steam
follows editor directional pointer
Doesn't collide.
*/
To lift you when you step on it make a script_object from a brush with the clip texture on it to step on $targetname myclipbrush and then put a trigger_multiple over it then do this
Key:setthread Value:lift_player
in your script
lift_player:
$myclipbrush moveup 160
$myclipbrush speed 5 // set speed here
$myclipbrush waitmove
wait 2
$myclipbrush movedown 160
$myclipbrush move
end
yes
Gen Cobra - Yes, you make them start/stop with the script. Some things need to be turned off in prespawn part of the script because they are already set to "start". But, not everything uses the commands start and stop. Some use "run", or "turn", or "move". So, you need to check the animations with those buttons (or look in the tiki file).

