#include maps\_ambient; main() { // Set the underlying ambient track level.ambient_track [ "gulag_ext0" ] = "ambient_gulag_ext0"; level.ambient_track [ "gulag_hall_int0" ] = "ambient_gulag_hall_int0"; level.ambient_track [ "gulag_shower_int0" ] = "ambient_gulag_shower_int0"; level.ambient_track [ "gulag_exit" ] = "ambient_gulag_tunnel_int0"; /* ambientDelay( "gulag_ext0", 7.0, 15.0 );// Trackname, min and max delay between ambient events ambientEvent( "gulag_ext0", "null", 1.0 ); ambientEvent( "gulag_ext0", "null", 1.0 ); */ thread maps\_utility::set_ambient( "gulag_ext0" ); // thread maps\_utility::set_ambient( "gulag_hall_int0" ); ambientDelay( "gulag_hall_int0", 7, 15 );// Trackname, min and max delay between ambient events ambientEvent( "gulag_hall_int0", "elm_quake_sub_rumble", 1 ); // ambientEvent_no_block( "gulag_hall_int0", "elm_quake_sub_rumble", 1 ); ambientDelay( "gulag_shower_int0", 7, 15 );// Trackname, min and max delay between ambient events ambientEvent( "gulag_shower_int0", "elm_quake_sub_rumble", 1 ); ambientDelay( "gulag_exit", 7, 15 );// Trackname, min and max delay between ambient events // ambientEvent( "gulag_exit", "amb_rock_rubble", 1.2 ); // ambientEvent( "gulag_exit", "amb_ceiling_debris", 1 ); ambientEvent( "gulag_exit", "elm_quake_sub_rumble", 1 ); }