#include common_scripts\utility; #include maps\_utility; main() { //scripted FX level._effect[ "jumper_cables" ] = loadfx( "misc/jumper_cable_sparks" ); level._effect[ "blood" ] = loadfx( "impacts/sniper_escape_blood" ); level._effect[ "blood_dashboard_splatter" ] = loadfx( "impacts/blood_dashboard_splatter" ); level._effect[ "glass_exit" ] = loadfx( "impacts/glass_exit_car" ); level._effect[ "car_glass_interior" ] = loadfx( "props/car_glass_interior_favela" ); level._effect[ "plant_large_thrower" ] = loadfx( "props/plant_large_thrower" ); level._effect[ "plant_medium_thrower" ] = loadfx( "props/plant_medium_thrower" ); level._effect[ "plant_small_thrower" ] = loadfx( "props/plant_small_thrower" ); level._effect[ "falling_dust" ] = loadfx( "dust/ceiling_dust_default" ); level._effect[ "cash_trail" ] = loadfx( "props/cash_trail" ); level._effect[ "cash_drop" ] = loadfx( "props/cash_drop" ); //Ending level._effect[ "glass_dust_trail" ] = loadfx( "dust/glass_dust_trail_emitter" ); level._effect[ "car_crush_glass_med" ] = loadfx( "props/car_glass_med" ); level._effect[ "car_crush_glass_large" ] = loadfx( "props/car_glass_large" ); level._effect[ "car_crush_dust" ] = loadfx( "dust/car_crush_dust" ); //ambient fx level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" ); 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" ] = loadfx( "fire/firelp_large_pm" ); level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" ); level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" ); level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" ); level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" ); level._effect[ "thin_black_smoke_M" ] = LoadFX( "smoke/thin_black_smoke_M" ); level._effect[ "thin_black_smoke_L" ] = LoadFX( "smoke/thin_black_smoke_L_nofog" ); footstep_effects(); treadfx_override(); maps\createfx\favela_fx::main(); } footstep_effects() { //Regular footstep fx animscripts\utility::setFootstepEffect( "dirt", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "concrete", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "asphalt", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "rock", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffect( "mud", loadfx ( "impacts/footstep_mud" ) ); //Small footstep fx animscripts\utility::setFootstepEffectSmall( "dirt", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffectSmall( "concrete", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffectSmall( "asphalt", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffectSmall( "rock", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setFootstepEffectSmall( "mud", loadfx ( "impacts/footstep_mud" ) ); //Other notetrack fx /* setNotetrackEffect( , , , , , ) : name of the notetrack to do the fx/sound on : name of the tag on the AI to use when playing fx : the fx will only play when the AI is on this surface. Specify "all" to make it work for all surfaces. : load the fx to play here : when this notetrack hits a sound can be played. This is the prefix of the sound alias to play ( gets followed by surface type ) : suffix of sound alias to play, follows the surface type. Example: prefix of "bodyfall_" and suffix of "_large" will play sound alias "bodyfall_dirt_large" when the notetrack happens on dirt. */ animscripts\utility::setNotetrackEffect( "bodyfall small", "J_SpineLower", "dirt", loadfx ( "impacts/bodyfall_dust_small_runner" ), "bodyfall_", "_small" ); animscripts\utility::setNotetrackEffect( "bodyfall small", "J_SpineLower", "concrete", loadfx ( "impacts/bodyfall_default_small_runner" ), "bodyfall_", "_small" ); animscripts\utility::setNotetrackEffect( "bodyfall small", "J_SpineLower", "asphalt", loadfx ( "impacts/bodyfall_default_small_runner" ), "bodyfall_", "_small" ); animscripts\utility::setNotetrackEffect( "bodyfall small", "J_SpineLower", "rock", loadfx ( "impacts/bodyfall_default_small_runner" ), "bodyfall_", "_small" ); animscripts\utility::setNotetrackEffect( "bodyfall large", "J_SpineLower", "dirt", loadfx ( "impacts/bodyfall_dust_large_runner" ), "bodyfall_", "_large" ); animscripts\utility::setNotetrackEffect( "bodyfall large", "J_SpineLower", "concrete", loadfx ( "impacts/bodyfall_default_large_runner" ), "bodyfall_", "_large" ); animscripts\utility::setNotetrackEffect( "bodyfall large", "J_SpineLower", "asphalt", loadfx ( "impacts/bodyfall_default_large_runner" ), "bodyfall_", "_large" ); animscripts\utility::setNotetrackEffect( "bodyfall large", "J_SpineLower", "rock", loadfx ( "impacts/bodyfall_default_large_runner" ), "bodyfall_", "_large" ); animscripts\utility::setNotetrackEffect( "bodyfall large", "J_SpineLower", "mud", loadfx ( "impacts/bodyfall_mud_large_runner" ), "bodyfall_", "_large" ); animscripts\utility::setNotetrackEffect( "knee fx left", "J_Knee_LE", "dirt", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setNotetrackEffect( "knee fx left", "J_Knee_LE", "concrete", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setNotetrackEffect( "knee fx left", "J_Knee_LE", "asphalt", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setNotetrackEffect( "knee fx left", "J_Knee_LE", "rock", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setNotetrackEffect( "knee fx left", "J_Knee_LE", "mud", loadfx ( "impacts/footstep_mud" ) ); animscripts\utility::setNotetrackEffect( "knee fx right", "J_Knee_RI", "dirt", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setNotetrackEffect( "knee fx right", "J_Knee_RI", "concrete", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setNotetrackEffect( "knee fx right", "J_Knee_RI", "asphalt", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setNotetrackEffect( "knee fx right", "J_Knee_RI", "rock", loadfx ( "impacts/footstep_dust" ) ); animscripts\utility::setNotetrackEffect( "knee fx right", "J_Knee_RI", "mud", loadfx ( "impacts/footstep_mud" ) ); } treadfx_override() { }