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fx_smoke

Posted: Tue May 06, 2003 2:20 am
by matt_moh
I tried using some smoke effects in my map but almost half of them don't work. Is there any script I have to execute or animations I have to start or was MOH just packed with useless fx?

Posted: Wed Nov 26, 2003 8:35 pm
by wacko
lol: same question from me.
how could i give them the kick to start sm?king?

Posted: Wed Nov 26, 2003 8:46 pm
by Vampir
Choose the fx/smoke "tanksmoke"...give it a target name of tank_smoke and in then in your .scr add this line after the "waittill prespawn"

"$tank_smoke start"

give that a try.

Posted: Wed Nov 26, 2003 9:19 pm
by wacko
it says
script error: failed execution of command 'start' for class 'EffectEntity' targetname 'tank_smoke'

Posted: Wed Nov 26, 2003 9:33 pm
by Vampir
Ok try...after prespawn

ok give value of "setthread" then key of "smoke"
then a targetname of tank_smoke and give it a key of #set and value of any # u want

and then in .scr after the prespawn try this line

//threads


//smoke::# (# u picked for the #set)
$tank_smoke start

I have done this b4 but its hard to remember it all....We will get it workin

Posted: Wed Nov 26, 2003 9:47 pm
by Krane
Try the shermansmoke. Was the only one that works for me.

Posted: Wed Nov 26, 2003 11:18 pm
by wacko
thanks for the info so far :D
i once got a smoke entity working with just key/value of anim/start but it was too black and thick, and most of the rest don't even have this 'start' animation in their tik...

before i start fighting with the script :wink: , is this kinda chimney smoke? i don't need burning tires, rather a thing grey smoke thing...

and any idea about the impact on the fps?

Posted: Wed Nov 26, 2003 11:43 pm
by Krane
In my map romestreets I have some chimneys using the shermansmoke. Yeah, fps drops a little but that'a fine.

btw: shermansmoke seems to start already with the anim on. I've used it as a "post-bomb" fx and I had to turn it off in the script (otherwise it smokes all the time)...or hide like:

$smoke hide

And, when the bomb explodes you add this to the thread:

$smoke show

Voila'! The smokes appears.

Animation

Posted: Wed Nov 26, 2003 11:51 pm
by tltrude
The animations are listed when you click on the "Anim:" plus and minus buttons. If one is "start", you will have to give the entity a target name and start it in the main thread under level waittill prespawn.

$mysmoke anim start

Some emitter or fx models start already on, and would have to be turned off if used as part of a triggerd explosion event.

Posted: Thu Nov 27, 2003 6:10 am
by wacko
yeah, the shermansmoke looks perfect! :D
will set it on all those chimneys then and hopefully fps will stay more or less where they were before...

thanks to all, this saved a lot of time! 8-)

maybe someone someday will build a list off all entities with description, screenshot and neccessary settings... this is always so much trial and error!

Posted: Thu Nov 27, 2003 9:20 am
by bdbodger
I like the fx>smoke>firesmoke for chimneys not too thick and long you can give it angles too I think