#include common_scripts\utility; #include common_scripts\_fx; #include common_scripts\_createfx; #include maps\_utility; #include maps\_createfx; /* **************************************************************************************************************** OneShotfx: Fires an effect once. maps\_fx::OneShotfx( effectname, (x y z), predelay); Example: maps\_fx::OneShotfx(level.medFire, // Medium fire effect (-701, -18361, 148), // Origin 5); // Wait 5 seconds before doing effect **************************************************************************************************************** **************************************************************************************************************** Loopfx: Loops an effect with a waittime. maps\_fx::loopfx( effectname, (x y z), delay_between_shots); Example: maps\_fx::loopfx(level.medFire, // Medium fire effect (-701, -18361, 148), // Origin 0.3); // Wait 0.3 seconds between shots **************************************************************************************************************** **************************************************************************************************************** GunFireLoopfx: Simulates bursts of fire. maps\_fx::gunfireloopfx(fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax) Example: maps\_fx::gunfireloopfx (level.medFire, // Medium fire effect (-701, -18361, 148), // Origin 10, 15, // 10 to 15 shots 0.1, 0.3, // 0.1 to 0.3 seconds between shots 2.5, 9); // 2.5 to 9 seconds between sets of shots. **************************************************************************************************************** **************************************************************************************************************** GrenadeExplosionfx: Creates a grenade explosion with view jitter. maps\_fx::GrenadeExplosionfx((x y z)); Example: maps\_fx::GrenadeExplosionfx( (-701, -18361, 148) ); // origin **************************************************************************************************************** */ script_print_fx() { if ( ( !isdefined( self.script_fxid ) ) || ( !isdefined( self.script_fxcommand ) ) || ( !isdefined( self.script_delay ) ) ) { println( "Effect at origin ", self.origin, " doesn't have script_fxid/script_fxcommand/script_delay" ); self delete(); return; } if ( isdefined( self.target ) ) org = getent( self.target ).origin; else org = "undefined"; // println ("^a Command:", self.script_fxcommand, " Effect:", self.script_fxID, " Delay:", self.script_delay, " ", self.origin); if ( self.script_fxcommand == "OneShotfx" ) println( "maps\_fx::OneShotfx(\"" + self.script_fxid + "\", " + self.origin + ", " + self.script_delay + ", " + org + ");" ); if ( self.script_fxcommand == "loopfx" ) println( "maps\_fx::LoopFx(\"" + self.script_fxid + "\", " + self.origin + ", " + self.script_delay + ", " + org + ");" ); if ( self.script_fxcommand == "loopsound" ) println( "maps\_fx::LoopSound(\"" + self.script_fxid + "\", " + self.origin + ", " + self.script_delay + ", " + org + ");" ); } script_playfx( id, pos, pos2 ) { if ( !id ) return; if ( isdefined( pos2 ) ) playfx( id, pos, pos2 ); else playfx( id, pos ); } script_playfxontag( id, ent, tag ) { if ( !id ) return; playfxontag( id, ent, tag ); } GrenadeExplosionfx( pos ) { playfx( level._effect[ "mechanical explosion" ], pos ); earthquake( 0.15, 0.5, pos, 250 ); // TODO: Add explosion effect and view jitter // println("The script command grenadeExplosionEffect has been removed. maps\\_fx::GrenadeExplosionfx must be set up to make an effect and jitter the view."); } soundfx( fxId, fxPos, endonNotify ) { org = spawn( "script_origin", ( 0, 0, 0 ) ); org.origin = fxPos; org playloopsound( fxId ); if ( isdefined( endonNotify ) ) org thread soundfxDelete( endonNotify ); /* ent = level thread createfx_showOrigin ( fxId, fxPos, undefined, undefined, "soundfx" ); ent.delay = 0; ent endon ("effect deleted"); ent.soundfx = org; */ } soundfxDelete( endonNotify ) { level waittill( endonNotify ); self delete(); } rainfx( fxId, fxId2, fxPos ) { org = spawn( "script_origin", ( 0, 0, 0 ) ); org.origin = fxPos; org thread rainLoop( fxId, fxId2 ); //ent = level thread createfx_showOrigin( fxId, fxPos, undefined, undefined, "rainfx", undefined, fxId2 ); //ent.delay = 0; //ent endon ("effect deleted"); //ent.soundfx = org; } rainLoop( hardRain, lightRain ) { // org playloopsound (fxId); self endon( "death" ); blend = spawn( "sound_blend", ( 0.0, 0.0, 0.0 ) ); blend.origin = self.origin; self thread blendDelete( blend ); blend2 = spawn( "sound_blend", ( 0.0, 0.0, 0.0 ) ); blend2.origin = self.origin; self thread blendDelete( blend2 ); // lerp of 0 will play _null only blend setSoundBlend( lightRain + "_null", lightRain, 0 ); blend2 setSoundBlend( hardRain + "_null", hardRain, 1 ); rain = "hard"; blendTime = undefined; for ( ;; ) { level waittill( "rain_change", change, blendTime ); blendTime *= 20;// internal framerate assert( change == "hard" || change == "light" || change == "none" ); assert( blendtime > 0 ); if ( change == "hard" ) { if ( rain == "none" ) { blendTime *= 0.5;// gotta do 2 blends to go from none to hard for ( i = 0;i < blendtime;i++ ) { blend setSoundBlend( lightRain + "_null", lightRain, i / blendtime ); wait( 0.05 ); } rain = "light"; } if ( rain == "light" ) { for ( i = 0;i < blendtime;i++ ) { blend setSoundBlend( lightRain + "_null", lightRain, 1 - ( i / blendtime ) ); blend2 setSoundBlend( hardRain + "_null", hardRain, i / blendtime ); wait( 0.05 ); } } } if ( change == "none" ) { if ( rain == "hard" ) { blendTime *= 0.5;// gotta do 2 blends to go from hard to none for ( i = 0;i < blendtime;i++ ) { blend setSoundBlend( lightRain + "_null", lightRain, ( i / blendtime ) ); blend2 setSoundBlend( hardRain + "_null", hardRain, 1 - ( i / blendtime ) ); wait( 0.05 ); } rain = "light"; } if ( rain == "light" ) { for ( i = 0;i < blendtime;i++ ) { blend setSoundBlend( lightRain + "_null", lightRain, 1 - ( i / blendtime ) ); wait( 0.05 ); } } } if ( change == "light" ) { if ( rain == "none" ) { for ( i = 0;i < blendtime;i++ ) { blend setSoundBlend( lightRain + "_null", lightRain, i / blendtime ); wait( 0.05 ); } } if ( rain == "hard" ) { for ( i = 0;i < blendtime;i++ ) { blend setSoundBlend( lightRain + "_null", lightRain, i / blendtime ); blend2 setSoundBlend( hardRain + "_null", hardRain, 1 - ( i / blendtime ) ); wait( 0.05 ); } } } rain = change; } } blendDelete( blend ) { self waittill( "death" ); blend delete(); } /*QUAKED trigger_multiple_fx_watersheeting (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE defaulttexture="trigger_fx" Activates the water sheeting effect covering the screen. Set script_duration to specify the duration. defaults to 3 seconds.*/ watersheeting( trigger ) { duration = 3; if ( isdefined( trigger.script_duration ) ) duration = trigger.script_duration; while( true ) { trigger waittill( "trigger", other ); if ( IsPlayer( other ) ) { other SetWaterSheeting( 1, duration ); wait duration * 0.2; } } }