View Full Version : Comets #2 How do you make them?

03-15-2003, 10:36 PM
Ok a more descriptive explanation. You know the map Sith Home World? See how it has rocks falling out of the sky? You can actually see the rocks clearly and it explodes at the ground and scorches it. It also leaves an explosive trail. It could be a effect but how do you make it spawn randomly?

Leslie Judge
03-16-2003, 08:21 AM
Use the effects/env/meteor.efx file. To make it random, you need more than one fx_runners spreaded over the map. Give them a long enough delay to make meteors more rare, so the default 200 is not good because it means 5 times in a second. Finally give them a random value too.

03-19-2003, 01:28 AM
I'm doing meteors as well Leslie. I wanted to know about the worldspawn in this case. Can I just add the Meteor WAV files to Worldspawn so that you hear impacts but don't see any? Or do I have to use target_speakers? Speaking of which I don't know how to use target_speakers. I also want to activate sounds in a room with these just by moving through a trigger_multiple. Is that possible?
I have tried using target_speakers but I can't get them to work. And yes I did add the noise key......


Leslie Judge
03-19-2003, 02:36 PM
That effect has its own sound already: sound/movers/objects/meteor_sky.mp3. Is that good or do you want something else?

On impact it playes other sound files called .../meteor_hitX.mp3, where X means numbers from 1 to 3.

03-19-2003, 06:34 PM
Originally posted by Leslie Judge
[B]Use the effects/env/meteor.efx file. ]

were can i find these files?i'm useing gtk1212 for jediknight jo
ty inadvance

03-19-2003, 06:55 PM
Originally posted by Leslie Judge

Precisely that. In assets0.pk3, effects folder, env folder, meteor.efx is the filename. In the entity properties window of the fxrunner, enter "fxFile" and "effects/env/meteor.efx"


Leslie Judge
03-19-2003, 07:38 PM
Nono, just "env/meteor".