#include common_scripts\utility; #include maps\_utility; main() { maps\_vehicle::build_deathfx_override( "littlebird", "vehicle_little_bird_armed", "explosions/helicopter_explosion_secondary_small", "tag_engine", "littlebird_helicopter_secondary_exp", undefined, undefined, undefined, 0.0, true ); maps\_vehicle::build_deathfx_override( "littlebird", "vehicle_little_bird_armed", "fire/fire_smoke_trail_L", "tag_engine", "littlebird_helicopter_dying_loop", true, 0.05, true, 0.5, true ); maps\_vehicle::build_deathfx_override( "littlebird", "vehicle_little_bird_armed", "explosions/helicopter_explosion_secondary_small", "tag_engine", "littlebird_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true ); maps\_vehicle::build_deathfx_override( "littlebird", "vehicle_little_bird_armed", "misc/no_effect", undefined, "littlebird_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" ); maps\_vehicle::build_deathfx_override( "blackhawk", "vehicle_blackhawk", "explosions/helicopter_explosion_secondary_small", "tag_engine_left", "blackhawk_helicopter_hit", undefined, undefined, undefined, 0.2, true ); maps\_vehicle::build_deathfx_override( "blackhawk", "vehicle_blackhawk", "explosions/helicopter_explosion_secondary_small", "elevator_jnt", "blackhawk_helicopter_hit", undefined, undefined, undefined, 0.5, true ); maps\_vehicle::build_deathfx_override( "blackhawk", "vehicle_blackhawk", "fire/fire_smoke_trail_L", "elevator_jnt", "blackhawk_helicopter_dying_loop", true, 0.05, true, 0.5, true ); maps\_vehicle::build_deathfx_override( "blackhawk", "vehicle_blackhawk", "explosions/helicopter_explosion_secondary_small", "tag_engine_right", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true ); maps\_vehicle::build_deathfx_override( "blackhawk", "vehicle_blackhawk", "explosions/helicopter_explosion_secondary_small", "tag_deathfx", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 4.0, true ); maps\_vehicle::build_deathfx_override( "blackhawk", "vehicle_blackhawk", "explosions/helicopter_explosion_af_caves", undefined, "blackhawk_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" ); level._effect[ "littlebird_fire_trail" ] = loadfx( "fire/fire_smoke_trail_L" ); level._effect[ "bhd_dirt" ] = LoadFX( "impacts/bhd_dirt" ); //shadow company dazed xombies on fire/smoking (wip) level._effect[ "body_smoke_01" ] = loadfx( "smoke/grenade_smoke" ); level._effect[ "body_smoke_02" ] = loadfx( "smoke/steam_manhole" ); level._effect[ "body_smoke_03" ] = loadfx( "smoke/cargo_steam" ); level._effect[ "body_fire_01" ] = loadfx( "fire/burninng_soldier_torso" ); //destruction of airstrip area....called via exploder 100 level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" ); 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_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[ "thick_black_smoke_L" ] = loadfx( "smoke/thick_black_smoke_L" ); level._effect[ "thin_black_smoke_M" ] = loadfx( "smoke/thin_black_smoke_M" ); level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L" ); level._effect[ "tower_explosion" ] = loadfx( "explosions/tower_explosion_af_caves" ); level._effect[ "helicopter_explosion" ] = loadfx( "explosions/helicopter_explosion_little_bird_af_caves" ); //cave self-destruct level._effect[ "player_death_explosion" ] = loadfx( "explosions/player_death_explosion" ); level._effect[ "player_cave_escape" ] = loadfx( "explosions/player_cave_escape" ); level._effect[ "control_room_explosion" ] = loadfx( "explosions/control_room_explosion" ); level._effect[ "fireball" ] = loadfx( "fire/fireball_af_caves" ); // steamroom red light next to door level._effect[ "dlight_red" ] = LoadFX( "misc/dlight_red" ); level._effect[ "redlight_glow" ] = LoadFX( "misc/tower_light_red_steady_sort" ); level._effect[ "light_glow_white_bulb" ] = LoadFX( "misc/light_glow_white_bulb" ); level._effect[ "knife_stab" ] = LoadFX( "impacts/flesh_hit_knife" ); //smoke firefight level._effect[ "smokescreen" ] = loadfx( "smoke/smoke_screen" ); //Zodiacs level._effect[ "zodiac_wake_geotrail_oilrig" ] = loadfx( "treadfx/zodiac_wake_geotrail_oilrig" ); //control room breach level._effect[ "light_c4_blink_nodlight" ] = loadfx( "misc/light_c4_blink_nodlight" ); level._effect[ "c4_light_blink_dlight" ] = loadfx( "misc/light_c4_blink" ); //ambient fx level._effect[ "sand_storm_intro" ] = loadfx( "weather/sand_storm_intro" ); level._effect[ "sand_storm_light" ] = loadfx( "weather/sand_storm_light" ); level._effect[ "sand_storm_distant_oriented" ] = LoadFX( "weather/sand_storm_distant_oriented" ); level._effect[ "sand_spray_detail_runner0x400" ] = loadfx( "dust/sand_spray_detail_runner_0x400" ); level._effect[ "sand_spray_detail_runner400x400" ] = loadfx( "dust/sand_spray_detail_runner_400x400" ); level._effect[ "sand_spray_detail_oriented_runner" ] = loadfx( "dust/sand_spray_detail_oriented_runner" ); level._effect[ "sand_spray_cliff_oriented_runner" ] = LoadFX( "dust/sand_spray_cliff_oriented_runner" ); level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_afcaves" ); level._effect[ "dust_wind_canyon" ] = loadfx( "dust/dust_wind_canyon" ); level._effect[ "steam_vent_large_wind" ] = loadfx( "smoke/steam_vent_large_wind" ); level._effect[ "thermal_draft_afcaves" ] = loadfx( "smoke/thermal_draft_afcaves" ); // level._effect[ "waterfall_drainage_short" ] = loadfx( "water/waterfall_drainage_short_physics" ); level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash" ); // level._effect[ "waterfall_splash_large" ] = loadfx( "water/waterfall_splash_large" ); level._effect[ "waterfall_splash_large_drops" ] = loadfx( "water/waterfall_splash_large_drops" ); // level._effect[ "falling_water_trickle" ] = loadfx( "water/falling_water_trickle" ); level._effect[ "light_shaft_ground_dust_small" ] = loadfx( "dust/light_shaft_ground_dust_small" ); level._effect[ "light_shaft_ground_dust_large" ] = loadfx( "dust/light_shaft_ground_dust_large" ); level._effect[ "light_shaft_ground_dust_small_yel" ] = loadfx( "dust/light_shaft_ground_dust_small_yel" ); level._effect[ "light_shaft_ground_dust_large_yel" ] = loadfx( "dust/light_shaft_ground_dust_large_yel" ); level._effect[ "light_shaft_motes_afcaves" ] = loadfx( "dust/light_shaft_motes_afcaves" ); //Scripted fx level._effect[ "flashlight" ] = loadfx( "misc/flashlight" ); level._effect[ "pistol_muzzleflash" ] = loadfx( "muzzleflashes/pistolflash" ); level._effect[ "player_death_explosion" ] = loadfx( "explosions/player_death_explosion" ); level._effect[ "cave_explosion" ] = loadfx( "explosions/cave_explosion" ); level._effect[ "cave_explosion_exit" ] = loadfx( "explosions/cave_explosion_exit" ); level._effect[ "mortar" ][ "bunker_ceiling" ] = loadfx( "dust/ceiling_dust_default" ); level._effect[ "ceiling_collapse_dirt1" ] = loadfx( "dust/ceiling_collapse_dirt1" ); level._effect[ "ceiling_rock_break" ] = loadfx( "misc/ceiling_rock_break" ); level._effect[ "hallway_collapsing_big" ] = loadfx( "misc/hallway_collapsing_big" ); level._effect[ "hallway_collapsing_huge" ] = loadfx( "misc/hallway_collapsing_huge" ); level._effect[ "hallway_collapse_ceiling_smoke" ] = loadfx( "smoke/hallway_collapse_ceiling_smoke" ); level._effect[ "hallway_collapsing_chase" ] = loadfx( "misc/hallway_collapsing_chase" ); level._effect[ "hallway_collapsing_cavein" ] = loadfx( "misc/hallway_collapsing_cavein" ); level._effect[ "hallway_collapsing_cavein_short" ] = loadfx( "misc/hallway_collapsing_cavein_short" ); level._effect[ "hallway_collapsing_burst" ] = loadfx( "misc/hallway_collapsing_burst" ); level._effect[ "hallway_collapsing_burst_no_linger" ] = loadfx( "misc/hallway_collapsing_burst_no_linger" ); level._effect[ "hallway_collapsing_major" ] = loadfx( "misc/hallway_collapsing_major" ); level._effect[ "hallway_collapsing_major_norocks" ] = loadfx( "misc/hallway_collapsing_major_norocks" ); level._effect[ "building_explosion_metal" ] = loadfx( "explosions/building_explosion_metal_gulag" ); level._effect[ "tanker_explosion" ] = loadfx( "explosions/tanker_explosion" ); level._effect[ "airstrip_explosion" ] = loadfx( "explosions/airstrip_explosion" ); level._effect[ "bunker_ceiling" ] = loadfx( "dust/ceiling_dust_default" ); level._effect[ "heli_impacts" ] = loadfx( "impacts/large_dirt_1" ); level._effect[ "welding_small_extended" ] = loadfx( "misc/welding_small_extended" ); level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" ); level._effect[ "gulag_cafe_spotlight" ] = loadfx( "misc/gulag_cafe_spotlight" ); level._effect[ "heli_aerial_explosion" ] = loadfx( "explosions/aerial_explosion" ); level._effect[ "heli_aerial_explosion_large" ] = loadfx( "explosions/aerial_explosion_large" ); // steam room level._effect[ "steam_room_100" ] = LoadFX( "smoke/steam_room_100" ); level._effect[ "steam_room_100_nocull" ] = LoadFX( "smoke/steam_room_100_nocull" ); level._effect[ "steam_room_100_nocull_red" ] = LoadFX( "smoke/steam_room_100_nocull_red" ); level._effect[ "steam_room_ceiling" ] = LoadFX( "smoke/steam_room_ceiling" ); level._effect[ "steam_room_floor" ] = LoadFX( "smoke/steam_room_floor" ); level._effect[ "steam_room_fill" ] = LoadFX( "smoke/steam_room_fill" ); level._effect[ "steam_room_add_large" ] = LoadFX( "smoke/steam_room_add_large" ); level._effect[ "steam_room_add_small" ] = LoadFX( "smoke/steam_room_add_small" ); // level._effect[ "ground_smoke1200x1200" ] = LoadFX( "smoke/ground_smoke1200x1200" ); level._effect[ "pipe_steam_looping" ] = LoadFX( "impacts/pipe_steam_looping" ); // steam room level._effect[ "steam_room_100_dark" ] = LoadFX( "smoke/steam_room_100_dark" ); level._effect[ "steam_room_100_nocull_dark" ] = LoadFX( "smoke/steam_room_100_nocull_dark" ); level._effect[ "steam_room_ceiling_dark" ] = LoadFX( "smoke/steam_room_ceiling_dark" ); level._effect[ "steam_room_floor_dark" ] = LoadFX( "smoke/steam_room_floor_dark" ); level._effect[ "steam_room_fill_dark" ] = LoadFX( "smoke/steam_room_fill_dark" ); level._effect[ "steam_room_add_large_dark" ] = LoadFX( "smoke/steam_room_add_large_dark" ); level._effect[ "steam_room_add_small_dark" ] = LoadFX( "smoke/steam_room_add_small_dark" ); level._effect[ "pipe_steam_dark_looping" ] = LoadFX( "impacts/pipe_steam_dark_looping" ); level._effect[ "steam_vent_large_wind_dark" ] = LoadFX( "smoke/steam_vent_large_wind_dark" ); level._effect[ "drips_slow" ] = LoadFX( "misc/drips_slow" ); level._effect[ "drips_slow_infrequent" ] = LoadFX( "misc/drips_slow_infrequent" ); level._effect[ "pipe_steam_dark" ] = LoadFX( "impacts/pipe_steam_dark" ); //enable this line for correct vision in createfx BESURE TO DISABLE thread maps\_utility::vision_set_fog_changes( "af_caves_indoors_steamroom", 0 ); // enable this line to see the lights on in the steam room thread maps\af_caves::steamroom_lighting_setup(); add_earthquake( "backdoor_barracks" , 0.2, .75, 1024 ); add_earthquake( "steamroom" , 0.25, 2.75, 1024 ); add_earthquake( "controlroom_shake" , 0.25, .75, 1024 ); maps\createfx\af_caves_fx::main(); } introSandStorm() { player = getentarray( "player", "classname" )[ 0 ]; playfx( getfx( "sand_storm_intro" ), player.origin ); } get_global_fx( name ) { fxName = level.global_fx[ name ]; return level._effect[ fxName ]; }