#include common_scripts\utility; #include maps\_utility; #include maps\_sandstorm; main() { if ( !isdefined( level.script ) ) level.script = ToLower( GetDvar( "mapname" ) ); PreCacheModel( "fog_blackout" ); maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/helicopter_explosion_secondary_small", "tag_engine_left", undefined, undefined, undefined, undefined, 0.0, true ); maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/helicopter_explosion_secondary_small", "tag_engine_right", undefined, undefined, undefined, undefined, 1.4, true ); maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/helicopter_explosion_secondary_small", "tag_engine_right", undefined, undefined, undefined, undefined, 3.9, true ); maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/helicopter_explosion_secondary_small", "tail_rotor_jnt", undefined, undefined, undefined, undefined, 5.34, true ); maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/helicopter_explosion_secondary_small", "tag_engine_left", undefined, undefined, undefined, undefined, 6.0, true ); maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "fire/fire_smoke_trail_L", "tag_engine_left", undefined, true, 0.05, true, 0.2, true ); maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/helicopter_explosion_secondary_small", "tag_engine_right", undefined, undefined, undefined, undefined, 2.5, true ); maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/aerial_explosion_large", undefined, undefined, undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" ); level._effect[ "explosions/large_vehicle_explosion" ] = loadfx( "explosions/large_vehicle_explosion" ); //walking through water level._effect[ "water_stop" ] = LoadFX( "misc/parabolic_water_stand" ); level._effect[ "water_movement" ] = LoadFX( "misc/parabolic_water_movement" ); level._effect[ "rocket_hits_heli" ] = LoadFX( "explosions/grenadeExp_metal" ); /*-----------------------------------------------------------------------------------------------------*/ //Zodiac Wake level._effect[ "zodiac_wake_geotrail" ] = LoadFX( "treadfx/zodiac_wake_geotrail_af_chase" ); // only ever see the front of the players boat plays on tag_origin level._effect[ "zodiac_leftground" ] = LoadFX( "misc/watersplash_large" ); //Zodiac bigbump level._effect[ "player_zodiac_bumpbig" ] = LoadFX( "misc/watersplash_large" ); level._effect[ "zodiac_bumpbig" ] = LoadFX( "misc/watersplash_large" ); level._effect_tag[ "zodiac_bumpbig" ] = "tag_guy2";// pushing this farther forward so the player sees it better. //Zodiac bump level._effect[ "player_zodiac_bump" ] = LoadFX( "impacts/large_waterhit" ); level._effect[ "zodiac_bump" ] = LoadFX( "impacts/large_waterhit" ); //zodiac collision level._effect[ "zodiac_collision" ] = LoadFX( "misc/watersplash_large" ); level._effect_tag[ "zodiac_collision" ] = "TAG_DEATH_FX";// pushing this farther forward so the player sees it better. /*-----------------------------------------------------------------------------------------------------*/ //Zodiac Bounce Small Left level._effect[ "zodiac_bounce_small_left" ] = LoadFX( "water/zodiac_splash_bounce_small" ); level._effect_tag[ "zodiac_bounce_small_left" ] = "TAG_FX_LF"; //Zodiac Bounce Small Right level._effect[ "zodiac_bounce_small_right" ] = LoadFX( "water/zodiac_splash_bounce_small" ); level._effect_tag[ "zodiac_bounce_small_right" ] = "TAG_FX_RF"; //Zodiac Bounce Large Left level._effect[ "zodiac_bounce_large_left" ] = LoadFX( "water/zodiac_splash_bounce_large" ); level._effect_tag[ "zodiac_bounce_large_left" ] = "TAG_FX_LF"; //Zodiac Bounce Large Right level._effect[ "zodiac_bounce_large_right" ] = LoadFX( "water/zodiac_splash_bounce_large" ); level._effect_tag[ "zodiac_bounce_large_right" ] = "TAG_FX_RF"; /*-----------------------------------------------------------------------------------------------------*/ //Zodiac Turn Hard Left /Hit left level._effect[ "zodiac_sway_left" ] = LoadFX( "water/zodiac_splash_turn_hard" ); level._effect_tag[ "zodiac_sway_left" ] = "TAG_FX_LF"; //Zodiac Turn Hard Right /Hit right level._effect[ "zodiac_sway_right" ] = LoadFX( "water/zodiac_splash_turn_hard" ); level._effect_tag[ "zodiac_sway_right" ] = "TAG_FX_RF"; //Zodiac Turn Light Left level._effect[ "zodiac_sway_left_light" ] = LoadFX( "water/zodiac_splash_turn_light" ); level._effect_tag[ "zodiac_sway_left_light" ] = "TAG_FX_LF"; //Zodiac Turn Light Right level._effect[ "zodiac_sway_right_light" ] = LoadFX( "water/zodiac_splash_turn_light" ); level._effect_tag[ "zodiac_sway_right_light" ] = "TAG_FX_RF"; /*-----------------------------------------------------------------------------------------------------*/ //sound level.zodiac_fx_sound[ "zodiac_bump" ] = "water_boat_splash_small"; level.zodiac_fx_sound[ "zodiac_bumpbig" ] = "water_boat_splash"; level.zodiac_fx_sound[ "player_zodiac_bump" ] = "water_boat_splash_small_plr"; level.zodiac_fx_sound[ "player_zodiac_bumpbig" ] = "water_boat_splash_plr"; //two bumps small and big. change them at points in the level to allow more or less visibility. level.water_sheating_time[ "bump_big_start" ] = 2; level.water_sheating_time[ "bump_small_start" ] = 1; // sheeting time smaller just so action can be more visible. I'm just trying this I suppose level.water_sheating_time[ "bump_big_after_rapids" ] = 4; level.water_sheating_time[ "bump_small_after_rapids" ] = 2; // water sheating time when the player dies. meant to be really long to cover up some nasty. level.water_sheating_time[ "bump_big_player_dies" ] = 7; level.water_sheating_time[ "bump_small_player_dies" ] = 3; //player falls over waterfall, this shoots up just as they go over. level._effect[ "splash_over_waterfall" ] = LoadFX( "misc/watersplash_large" ); //player falls over waterfall, this shoots up when they hit below level._effect[ "player_hits_water_after_waterfall" ] = LoadFX( "misc/watersplash_large" ); level._effect[ "powerline_runner_cheap" ] = loadfx( "explosions/powerline_runner_cheap" ); level._effect[ "firelp_small_pm_a_nolight" ] = LoadFX( "fire/firelp_small_pm_a_nolight" ); level._effect[ "firelp_large_pm_nolight" ] = LoadFX( "fire/firelp_large_pm_nolight" ); level._effect[ "heli_crash_fire" ] = LoadFX( "fire/pavelow_crash_large" ); level._effect[ "heli_crash_fire_short_smoke" ] = LoadFX( "fire/pavelow_crash_large_short_smoke" ); level._effect[ "no_effect" ] = LoadFX( "misc/no_effect" ); level._effect[ "player_stabbed" ] = LoadFX( "impacts/player_stabbed" ); level._effect[ "player_knife_wound" ] = LoadFX( "impacts/player_knife_wound" ); level._effect[ "player_knife_pull_1" ] = LoadFX( "impacts/player_knife_pull_1" ); level._effect[ "player_knife_pull_2" ] = LoadFX( "impacts/player_knife_pull_2" ); level._effect[ "blood_sheperd_eye" ] = LoadFX( "misc/blood_sheperd_eye" ); level._effect[ "blood_sheperd_eye_geotrail" ] = LoadFX( "misc/blood_sheperd_eye_geotrail" ); level._effect[ "revolver_bullets" ] = LoadFX( "shellejects/revolver_af_chase" ); level._effect[ "crawl_dust_sandstorm_runner" ] = LoadFX( "impacts/crawl_dust_sandstorm_runner" ); level._effect[ "footstep_dust_sandstorm_runner" ] = LoadFX( "impacts/footstep_dust_sandstorm_runner" ); level._effect[ "footstep_dust_sandstorm_small_runner" ] = LoadFX( "impacts/footstep_dust_sandstorm_small_runner" ); level._effect[ "bodyfall_dust_sandstorm_large_runner" ] = LoadFX( "impacts/bodyfall_dust_sandstorm_large_runner" ); // need something cool here. level._effect[ "body_falls_from_ropes_splash" ] = LoadFX( "impacts/large_waterhit" ); level._effect[ "sand_storm_distant" ] = LoadFX( "weather/sand_storm_distant" ); level._effect[ "sand_storm_canyon_light" ] = LoadFX( "weather/sand_storm_canyon_light" ); level._effect[ "sand_storm_player" ] = LoadFX( "weather/sand_storm_player" ); 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_afchase_runner_400x400" ); level._effect[ "sand_spray_detail_oriented_runner" ] = LoadFX( "dust/sand_spray_detail_oriented_runner" ); 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_far" ); level._effect[ "steam_vent_large_wind" ] = LoadFX( "smoke/steam_vent_large_wind" ); level._effect[ "ground_fog_afchase" ] = LoadFX( "smoke/ground_fog_afchase" ); 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_afchase" ] = LoadFX( "dust/light_shaft_motes_afchase" ); if ( level.script == "ending" ) level._effect[ "light_glow_white_bulb" ] = LoadFX( "dust/light_shaft_motes_afchase" ); else level._effect[ "light_glow_white_bulb" ] = LoadFX( "misc/light_glow_white_bulb" ); level._effect[ "splash_underwater_afchase" ] = loadfx( "water/splash_underwater_afchase" ); level._effect[ "rapids_splash_0x1000" ] = LoadFX( "water/rapids_splash_0x1000" ); level._effect[ "rapids_splash_1000x1000" ] = LoadFX( "water/rapids_splash_1000x1000" ); level._effect[ "rapids_splash_large" ] = LoadFX( "water/rapids_splash_large" ); level._effect[ "rapids_splash_large_dark" ] = LoadFX( "water/rapids_splash_large_dark" ); level._effect[ "rapids_splash_large_far" ] = LoadFX( "water/rapids_splash_large_far" ); level._effect[ "waterfall_afchase" ] = LoadFX( "water/waterfall_afchase" ); level._effect[ "waterfall_base_afchase" ] = LoadFX( "water/waterfall_base_afchase" ); level._effect[ "heli_blinds_player" ] = LoadFX( "weather/sand_storm_player_blind" ); level._effect[ "shepherd_anaconda" ] = LoadFX( "muzzleflashes/desert_eagle_flash_wv"); // this overrides the blizzard snow fx. //Zodiac Bounce Small Left level._effect[ "pavelow_minigunner_splash_add" ] = LoadFX( "water/zodiac_splash_bounce_small" ); level._effect[ "bloodpool_ending" ] = Loadfx( "impacts/deathfx_bloodpool_ending" ); if ( GetDvarInt( "r_reflectionProbeGenerate" ) ) return; //fake blizzard in createfx //thread createfx_stuff(); treadfx_override(); maps\createfx\af_chase_fx::main(); } createfx_stuff() { if ( GetDvar( "createfx" ) != "" ) { waittillframeend; // let _load run level.sandstorm_time = spawnstruct(); level.sandstorm_time.min = 0.3; level.sandstorm_time.max = 0.5; thread sand_storm_rolls_in(); //thread maps\af_chase_fx::sand_storm_effect(); thread maps\af_chase_fx::sandstorm_fog_management(); } } sand_storm_rolls_in() { fog_set_changes( "afch_fog_dunes", 4 );// fog transitions over 20 seconds // double the sandstorm //thread sand_storm_effect(); thread sand_storm_effect(); flag_set( "blinder_effect" ); block_out_the_sky(); sunlight_change(); flag_clear( "blinder_effect" ); } sunlight_change() { sunvect = ( 1.441176, 1.2411765, 0.9705885 ); sunvect *= .53; level.sand_storm_sun = sunvect; SetSunLight( sunvect[ 0 ], sunvect[ 1 ], sunvect[ 2 ] ); } sunlight_restore( fTime ) { sunvect = ( 1.441176, 1.2411765, 0.9705885 ); thread sun_light_fade( level.sand_storm_sun, sunvect, fTime ); // SetSunLight( sunvect[ 0 ], sunvect[ 1 ], sunvect[ 2 ] ); } block_out_the_sky() { fogent = Spawn( "script_model", level.player GetEye() ); fogent SetModel( "fog_blackout" ); fogent LinkTo( level.player ); level.fogent = fogent; flag_set( "sandstorm_fully_masked" ); // lets script know effects are good to go. } sand_storm_effect() { level endon ( "stop_sandstorm_effect" ); player = GetEntArray( "player", "classname" )[ 0 ]; for ( ;; ) { timer = randomfloatrange( level.sandstorm_time.min, level.sandstorm_time.max ); timer *= 0.5; if ( timer < 0.5 ) timer = 0.5; wait( timer ); PlayFX( level._effect[ "sand_storm_player" ], player.origin + ( 0, 0, 100 ) ); } } sandstorm_fx_increase() { level.sandstorm_time.min = 0.3; level.sandstorm_time.max = 0.5; } stop_sandstorm_effect() { // get the fx near price so we can turn them off later near_fx = []; foreach ( ent in level.createFXent ) { if ( distance( ent.v[ "origin" ], level.price.origin ) < 400 ) { ent.origin = ent.v[ "origin" ]; // so we can use normal sorts on distance near_fx[ near_fx.size ] = ent; } } // order them based on price's origin near_fx = SortByDistance( near_fx, level.price.origin ); for ( ;; ) { if ( level.sandstorm_time.min >= 1.5 && near_fx.size ) { foreach( fx in near_fx ) fx pauseeffect(); near_fx = []; } if ( level.sandstorm_time.min >= 2.0 ) break; level.sandstorm_time.min += 0.1; level.sandstorm_time.max += 0.15; wait( 0.5 ); } level notify ( "stop_sandstorm_effect" ); } sandstorm_fog_management() { level endon ( "stop_sandstorm_fog" ); struct = getstruct( "heli_fog_struct", "targetname" ); targ_pos = getstruct( struct.target, "targetname" ); targ = spawn( "script_origin", (0,0,0) ); targ.origin = targ_pos.origin; offset_dist = Distance( targ.origin, struct.origin ); ent = maps\_utility::create_fog( "afch_fog_dunes_dynamic" ); ent.startDist = 0; ent.halfwayDist = 8340; ent.red = 0.661137; ent.Green = 0.554261; ent.Blue = 0.454014; ent.maxOpacity = 1; ent.transitionTime = 0; min_fog_dist = 500; max_fog_dist = 200; fog_range = abs( min_fog_dist - max_fog_dist ); level.sandstorm_min_dist = 500; shepherd_stumble = false; for ( ;; ) { player_dist = Distance( level.player.origin, targ.origin ); player_dist -= offset_dist; player_dist *= 0.25; if ( flag( "fog_out_stumble_shepherd" ) && isalive( level.shepherd_stumble ) ) { if ( !shepherd_stumble ) { shepherd_stumble = true; } // crudely move the ent to shepherd's origin dif = 0.80; targ.origin = targ.origin * dif + level.shepherd_stumble.origin * ( 1 - dif ); new_dist = distance( level.player.origin, targ.origin ); new_dist *= 0.75; dif = 0.9; level.sandstorm_min_dist = level.sandstorm_min_dist * dif + new_dist * ( 1 - dif ); // bring in more fog as you get close to him level.sandstorm_min_dist = clamp( level.sandstorm_min_dist, 50, 500 ); // 1 - ( ( min_black - max_black ) / black_range ) = 1 - ( ( chase_dist - max_black ) / black_range ); //alpha = 1 - ( ( chase_dist - max_black ) / black_range ); //alpha = clamp( alpha, 0, 1 ); } else { if ( level.sandstorm_min_dist < 500 ) { level.sandstorm_min_dist += 25; level.sandstorm_min_dist = clamp( level.sandstorm_min_dist, 0, 500 ); } } if ( player_dist < level.sandstorm_min_dist ) player_dist = level.sandstorm_min_dist; ent.startDist = player_dist * 0.75; ent.halfwayDist = player_dist; level.fog_transition_ent.fogset = ""; thread fog_set_changes( "afch_fog_dunes_dynamic", 0.2 ); wait( 0.2 ); angles = VectorToAngles( struct.origin - level.player.origin ); forward = AnglesToForward( angles ); // Line( level.player.origin, level.player.origin + forward * player_dist, (1,0,0), 1, 0, 4 ); } } blood_pulse() { fx = getfx( "player_knife_wound" ); knife = maps\af_chase_knife_fight_code::get_knife(); PlayFXOnTag( fx, knife, "TAG_FX" ); } play_underwater_fx() { //play bubble fx as the player hits the water. PlayFX( getfx( "splash_underwater_afchase" ), ( 25590.3, 26824, -10008.9 ) ); } treadfx_override() { maps\_treadfx::setvehiclefx( "pavelow", "brick", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "bark", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "carpet", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "cloth", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "concrete", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "dirt", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "flesh", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "foliage", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "glass", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "grass", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "gravel", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "ice", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "metal", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "mud", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "paper", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "plaster", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "rock", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "sand", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "snow", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "water", "treadfx/heli_water" ); maps\_treadfx::setvehiclefx( "pavelow", "wood", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "asphalt", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "ceramic", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "plastic", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "rubber", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "cushion", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "fruit", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "painted metal", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "default", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "pavelow", "none", "treadfx/heli_sand_large" ); maps\_treadfx::setvehiclefx( "littlebird", "brick", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "bark", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "carpet", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "cloth", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "concrete", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "dirt", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "flesh", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "foliage", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "glass", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "grass", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "gravel", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "ice", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "metal", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "mud", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "paper", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "plaster", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "rock", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "sand", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "snow", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "water", "treadfx/heli_water" ); maps\_treadfx::setvehiclefx( "littlebird", "wood", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "asphalt", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "ceramic", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "plastic", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "rubber", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "cushion", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "fruit", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "painted metal", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "default", "treadfx/heli_sand_default" ); maps\_treadfx::setvehiclefx( "littlebird", "none", "treadfx/heli_sand_default" ); }