#include maps\_ambient; main() { // Set the underlying ambient track level.ambient_track [ "invasion_ext1" ] = "ambient_invasion_ext1"; level.ambient_track [ "invasion_ext3" ] = "ambient_invasion_ext3"; thread maps\_utility::set_ambient( "invasion_ext1" ); ambientDelay( "invasion_ext1", 5.0, 10.0 );// Trackname, min and max delay between ambient events ambientEvent( "invasion_ext1", "null", 0.3 ); ambientEvent( "invasion_ext1", "elm_wind_leafy", 1.0 ); ambientEvent( "invasion_ext1", "elm_dog", 3.0 ); ambientEvent( "invasion_ext1", "elm_explosions_med", 1.0 ); ambientEvent( "invasion_ext1", "elm_explosion_low_dist", 3.0 ); ambientEvent( "invasion_ext1", "elm_explosions_dist", 0.5 ); ambientEvent( "invasion_ext1", "elm_helicopter_flyover_med", 0.1 ); ambientEvent( "invasion_ext1", "elm_jet_flyover_med", 0.1 ); ambientEvent( "invasion_ext1", "elm_jet_flyover_dist", 1.0 ); ambientEvent( "invasion_ext1", "elm_gunfire_50cal_med", 0.5 ); ambientEvent( "invasion_ext1", "elm_gunfire_50cal_dist", 1.0 ); ambientEvent( "invasion_ext1", "elm_gunfire_ak47_med", 0.5 ); ambientEvent( "invasion_ext1", "elm_gunfire_ak47_dist", 1.0 ); ambientEvent( "invasion_ext1", "elm_gunfire_miniuzi_med", 0.5 ); ambientEvent( "invasion_ext1", "elm_gunfire_miniuzi_dist", 1.0 ); ambientEvent( "invasion_ext1", "elm_gunfire_m16_med", 0.5 ); ambientEvent( "invasion_ext1", "elm_gunfire_m16_dist", 1.0 ); ambientEvent( "invasion_ext1", "elm_gunfire_m240_med", 0.5 ); ambientEvent( "invasion_ext1", "elm_gunfire_m240_dist", 1.0 ); ambientEvent( "invasion_ext1", "elm_gunfire_mp5_med", 0.5 ); ambientEvent( "invasion_ext1", "elm_gunfire_mp5_dist", 1.0 ); ambientEvent( "invasion_ext1", "elm_gunfire_usassault_med", 2.0 ); ambientDelay( "invasion_ext3", 5.0, 8.0 );// Trackname, min and max delay between ambient events ambientEvent( "invasion_ext3", "null", 0.001 ); ambientEvent( "invasion_ext3", "elm_dog", 3.0 ); ambientEvent( "invasion_ext3", "elm_explosions_med", 1.0 ); ambientEvent( "invasion_ext3", "elm_explosion_low_dist", 1.0 ); ambientEvent( "invasion_ext3", "elm_explosions_dist", 0.1 ); ambientEvent( "invasion_ext3", "elm_helicopter_flyover_med", 0.1 ); ambientEvent( "invasion_ext3", "elm_jet_flyover_med", 0.1 ); ambientEvent( "invasion_ext3", "elm_jet_flyover_dist", 0.5 ); ambientEvent( "invasion_ext3", "elm_gunfire_50cal_med", 1.0 ); ambientEvent( "invasion_ext3", "elm_gunfire_50cal_dist", 0.2 ); ambientEvent( "invasion_ext3", "elm_gunfire_ak47_med", 1.0 ); ambientEvent( "invasion_ext3", "elm_gunfire_ak47_dist", 0.2 ); ambientEvent( "invasion_ext3", "elm_gunfire_miniuzi_med", 1.0 ); ambientEvent( "invasion_ext3", "elm_gunfire_miniuzi_dist", 0.2 ); ambientEvent( "invasion_ext3", "elm_gunfire_m16_med", 1.0 ); ambientEvent( "invasion_ext3", "elm_gunfire_m16_dist", 0.2 ); ambientEvent( "invasion_ext3", "elm_gunfire_m240_med", 1.0 ); ambientEvent( "invasion_ext3", "elm_gunfire_m240_dist", 0.2 ); ambientEvent( "invasion_ext3", "elm_gunfire_mp5_med", 1.0 ); ambientEvent( "invasion_ext3", "elm_gunfire_mp5_dist", 0.2 ); ambientEvent( "invasion_ext3", "elm_gunfire_usassault_med", 3.0 ); ambientEventStart( "invasion_ext1" ); level waittill( "action moment" ); ambientEventStart( "action ambient" ); }