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Apr 6th, 2014
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  1. 1. Place weapon_glow.efx into root/mods/mapname/fx/
  2.  
  3. 2. In mapname.gsc
  4.  
  5. after
  6.  
  7. [code]maps\_zombiemode::main();[/code]
  8.  
  9. put
  10.  
  11. [code] weapon_glows = GetEntArray( "weapon_upgrade", "targetname" );
  12. for(i=0;i<weapon_glows.size;i++)
  13. weapon_glows[i] thread glow_weapons();[/code]
  14.  
  15. 3. Find
  16. [code]//level.DLC3.myFX = ::preCacheMyFX;[/code]
  17.  
  18. uncomment it by removing //
  19.  
  20. 4. Find preCacheMyFX()
  21.  
  22. add
  23.  
  24. [code]level._effect["weapon_glow"] = loadfx("weapon_glow");[/code]
  25.  
  26. so it looks like
  27. [code]
  28. preCacheMyFX()
  29. {
  30. level._effect["weapon_glow"] = loadfx("weapon_glow");
  31. }[/code]
  32.  
  33. 5. At the bottom of mapname.gsc
  34.  
  35. add
  36.  
  37. [code]
  38. glow_weapons()
  39. {
  40. self.tag_origin = spawn("script_model",self.origin);
  41. self.tag_origin setmodel("tag_origin");
  42. playfxontag(level._effect["weapon_glow"],self.tag_origin,"tag_origin");
  43. }
  44. [/code]
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