IW4-Dump-Files/maps/dc_whitehouse_fx.gsc

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2017-07-08 11:47:21 -07:00
#include common_scripts\utility;
#include maps\_utility;
#include maps\_weather;
main()
{
if ( getdvarint( "sm_enable" ) )
{
// Hunted Spotlight
level._effect[ "_attack_heli_spotlight" ] = loadfx( "misc/hunted_spotlight_model" );
}
else
{
// MinSpec Spotlight
level._effect[ "_attack_heli_spotlight" ] = loadfx( "misc/spotlight_large_dcburning" );
}
//CRASH SCENE FX
level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" );
level._effect[ "firelp_large_pm_nolight" ] = loadfx( "fire/firelp_large_pm_nolight" );
level._effect[ "firelp_med_pm_nolight" ] = loadfx( "fire/firelp_med_pm_nolight" );
level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" );
level._effect[ "firelp_small_pm_a_nolight" ] = loadfx( "fire/firelp_small_pm_a_nolight" );
//Tunnel
level._effect[ "waterfall_drainage_short" ] = loadfx( "water/waterfall_drainage_short_dcemp" );
level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash_dcemp" );
level._effect[ "falling_water_trickle" ] = loadfx( "water/falling_water_trickle" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "cgo_ship_puddle_large" ] = loadfx( "distortion/cgo_ship_puddle_large" );
//WHITEHOUSE
level._effect[ "transformer_spark_runner" ] = loadfx( "explosions/transformer_spark_runner" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_200_dcwhite" ] = loadfx( "smoke/room_smoke_200_dcwhite" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "rock_falling_small_runner" ] = loadfx( "misc/rock_falling_small_runner" );
level._effect[ "powerline_runner_cheap" ] = loadfx( "explosions/powerline_runner_cheap" );
level._effect[ "fire_tree_slow_longrange" ] = loadfx( "fire/fire_tree_slow_longrange" );
level._effect[ "field_fire_distant" ] = loadfx( "fire/field_fire_distant" );
level._effect[ "embers_whitehouse" ] = loadfx( "fire/embers_whitehouse" );
level._effect[ "green_flare" ] = loadfx( "misc/handflare_green" );
level._effect[ "green_flare_ignite" ] = loadfx( "misc/handflare_green_ignite" );
level._effect[ "player_flare" ] = loadfx( "impacts/small_metalhit" );
level._effect[ "carpetbomb" ] = loadfx( "explosions/tanker_explosion" );
level._effect[ "green_flare_smoke_distant" ] = loadfx( "smoke/green_flare_smoke_distant" );
level._effect[ "thin_black_smoke_dcwhite" ] = loadfx( "smoke/thin_black_smoke_dcwhite" );
level._effect[ "breach_room_concrete_whitehouse" ] = loadfx( "explosions/breach_room_concrete_whitehouse" );
level._effect[ "breach_room_residual_whitehouse" ] = loadfx( "explosions/breach_room_residual_whitehouse" );
level._effect[ "breach_wall_concrete_whitehouse" ] = loadfx( "explosions/breach_wall_concrete_whitehouse" );
level._effect[ "falling_brick_runner_whitehouse" ] = loadfx( "misc/falling_brick_runner_whitehouse" );
//CHANDELIER
level._effect[ "wire_spark" ] = loadfx( "explosions/transformer_spark_runner" );
//SPOTLIGHT
level._effect[ "spotlight_spark" ] = loadfx( "explosions/transformer_spark_runner" );
//LIGHTING
level._effect[ "lightning" ] = loadfx( "weather/lightning" );
level._effect[ "lightning_bolt" ] = loadfx( "weather/lightning_bolt" );
level._effect[ "lightning_bolt_lrg" ] = loadfx( "weather/lightning_bolt_lrg" );
addLightningExploder( 10 );// these exploders make lightning flashes in the sky
addLightningExploder( 11 );
addLightningExploder( 12 );
level.nextLightning = gettime() + 1;// 10000 + randomfloat( 4000 );// sets when the first lightning of the level will go off
//footstep fx
/* animscripts\utility::setFootstepEffect( "mud", loadfx( "impacts/footstep_water_dark" ) );
animscripts\utility::setFootstepEffect( "grass", loadfx( "impacts/footstep_water_dark" ) );
animscripts\utility::setFootstepEffect( "dirt", loadfx( "impacts/footstep_water_dark" ) );
animscripts\utility::setFootstepEffect( "concrete", loadfx( "impacts/footstep_water_dark" ) );
animscripts\utility::setFootstepEffect( "rock", loadfx( "impacts/footstep_water_dark" ) );
animscripts\utility::setFootstepEffect( "asphalt", loadfx( "impacts/footstep_water_dark" ) );
animscripts\utility::setFootstepEffect( "wood", loadfx( "impacts/footstep_water_dark" ) );
animscripts\utility::setFootstepEffect( "metal", loadfx( "impacts/footstep_water_dark" ) );
*/
// Rain
level._effect[ "rain_10" ] = loadfx( "weather/rain_heavy_mist" );
level._effect[ "rain_9" ] = loadfx( "weather/rain_9_lite" );
level._effect[ "rain_8" ] = loadfx( "weather/rain_8_lite" );
level._effect[ "rain_7" ] = loadfx( "weather/rain_7_lite" );
level._effect[ "rain_6" ] = loadfx( "weather/rain_6_lite" );
level._effect[ "rain_5" ] = loadfx( "weather/rain_5_lite" );
level._effect[ "rain_4" ] = loadfx( "weather/rain_4_lite" );
level._effect[ "rain_3" ] = loadfx( "weather/rain_3_lite" );
level._effect[ "rain_2" ] = loadfx( "weather/rain_2_lite" );
level._effect[ "rain_1" ] = loadfx( "weather/rain_1_lite" );
level._effect[ "rain_0" ] = loadfx( "misc/blank" );
thread rainInit( "none" );// "none" "light" or "hard"
thread playerWeather(); // make the actual rain effect generate around the player
//enable this line for correct vision in createfx BESURE TO DISABLE
//thread maps\_utility::vision_set_fog_changes( "dc_whitehouse_roof", 0 );
}
lightning_flash( dir )
{
level notify( "emp_lighting_flash" );
level endon( "emp_lighting_flash" );
if ( level.createFX_enabled )
return;
num = randomintrange( 1, 4 );
if( !isdefined( dir ) )
dir = ( -20, 60, 0 );
for ( i = 0; i < num; i++ )
{
type = randomint( 3 );
switch( type )
{
case 0:
wait( 0.05 );
setSunLight( 1, 1, 1.2 );
//parking_lightning( 1.2 );
wait( 0.05 );
setSunLight( 2, 2, 2.5 );
//parking_lightning( 2.25 );
break;
case 1:{
wait( 0.05 );
setSunLight( 1, 1, 1.2 );
//parking_lightning( 1.2 );
wait( 0.05 );
setSunLight( 2, 2, 2.5 );
//parking_lightning( 2.25 );
wait( 0.05 );
setSunLight( 3, 3, 3.7 );
//parking_lightning( 3 );
}break;
case 2:{
wait( 0.05 );
setSunLight( 1, 1, 1.2 );
//parking_lightning( 1.2 );
wait( 0.05 );
setSunLight( 2, 2, 2.5 );
//parking_lightning( 2.25 );
wait( 0.05 );
setSunLight( 3, 3, 3.7 );
//parking_lightning( 3 );
wait( 0.05 );
setSunLight( 2, 2, 2.5 );
//parking_lightning( 2.25 );
}break;
}
wait randomfloatrange( 0.05, 0.1 );
lightning_normal();
}
lightning_normal();
}
lightning_normal()
{
resetSunLight();
resetSunDirection();
}