Game Modding | Call of Duty: Black Ops 3 | Scripting
ModmeBot:
Thread By: mathfag
How does one add fog on the dog rounds?
Is it just changing lighting states to turn on fog brushes or something more?
I figured it out. Here's the tutorial:
Radiant:
1: Place "volume_worldfog" around your map.
2: Press "n" to open "entity info" and insert the following
BANK_1 - check
fsi_1 - zm_factory_dogs_afog or zm_factory_dogs_volumetric
defaults - zm_factory_dogs_afog or zm_factory_dogs_volumetric
Flags:
disable_fog - uncheck
now only check the lighting state that the dog round is on (pick one)
Script (mapname.gsc):
In function main:
At the bottom:
Also if someone knows how to mark something as answered please post below. I checked all over modme and I couldn't find anything
ModmeBot:
Reply By: XxCAFxX
mathfagHow does one add for on the dog rounds?
Is it just changing lighting states to turn on fog brushes or something more?
I normally dont use dog rounds in any of my maps so i may be incorrect but i do believe that the fog is already present you may just not have enough volumetric lighting.
ModmeBot:
Reply By: mathfag
XxCAFxXmathfagHow does one add for on the dog rounds?
Is it just changing lighting states to turn on fog brushes or something more?
I normally dont use dog rounds in any of my maps so i may be incorrect but i do believe that the fog is already present you may just not have enough volumetric lighting.
it is not
ModmeBot:
Reply By: alexisloic21
mathfagHow does one add for on the dog rounds?
Is it just changing lighting states to turn on fog brushes or something more?
ModmeBot:
Reply By: greeNTheBoyz
I've tried this several times, and it's not doing anything. You sure you don't need a litfog volume instead?
Edit: I've played around with it a bit and got half of it working.
The fog is fading in nicely, and stays foggy until the round's over.
However, the fog then instantaneously cuts away, rather than fading away like it's supposed to.
Any ideas on how to fix this?
ModmeBot:
Reply By: Harry Bo21
alexisloic21
mathfagHow does one add for on the dog rounds?Is it just changing lighting states to turn on fog brushes or something more? #precache("fx", "Your FX name"); function dog_round_fog() { if(level flag::exists( "dog_round" ) && level flag::get("dog_round" )) { PlayFX(<fx name="">,<position>,[forward],[up],[ignore pause]); } } thread dog_round_fog();