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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
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

, 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!

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!
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