#include common_scripts\utility; #include maps\_utility; main() { level._effect[ "thick_black_smoke_L" ] = loadfx( "smoke/thick_black_smoke_L" ); level._effect[ "minigun_burnout" ] = loadfx( "smoke/minigun_burnout" ); level._effect[ "rocket_explode" ] = loadfx( "explosions/grenadeExp_dirt_1" ); level._effect[ "bmp_explosion" ] = loadfx( "explosions/vehicle_explosion_bmp" ); level._effect[ "mortar_muzzle" ] = loadfx( "muzzleflashes/mortar_flash" ); level._effect[ "rpg_trail" ] = loadfx( "smoke/smoke_geotrail_rpg" ); level._effect[ "rpg_muzzle" ] = loadfx( "muzzleflashes/at4_flash" ); level._effect[ "m203" ] = loadfx( "muzzleflashes/m203_flshview" ); level._effect[ "car_dirt" ] = loadfx( "impacts/large_dirt_1" ); level._effect[ "car_spark" ] = loadfx( "impacts/large_metalhit_1" ); level._effect[ "headshot" ] = loadfx( "impacts/flesh_hit_head_fatal_exit" ); level._effect[ "bodyshot" ] = loadfx( "impacts/flesh_hit" ); level._effect[ "100ton_bomb" ] = loadfx( "explosions/100ton_bomb" ); level._effect[ "100ton_bomb_shockwave" ] = loadfx( "explosions/100ton_bomb_shockwave" ); level._effect[ "100ton_bomb_secondary" ] = loadfx( "explosions/100ton_bomb_secondary" ); level._effect[ "bomb_incoming" ] = loadfx( "misc/bomb_incoming" ); level._effect[ "shockwave_dust_linger" ] = loadfx( "dust/shockwave_dust_linger" ); level._effect[ "building_collapse_street_dust" ] = loadfx( "dust/building_collapse_street_dust_roadkill" ); level._effect[ "building_collapse_updraft" ] = loadfx( "dust/building_collapse_updraft_roadkill" ); level._effect[ "building_collapse_runner" ] = loadfx( "dust/building_collapse_runner_roadkill" ); level._effect[ "building_collapse_stree_dust_bg_roadkill" ] = loadfx( "dust/building_collapse_stree_dust_bg_roadkill" ); level._effect[ "falling_debris_small" ] = loadfx( "misc/falling_debris_small" ); level._effect[ "falling_debris_large" ] = loadfx( "misc/falling_debris_large" ); level._effect[ "falling_debris_runner" ] = loadfx( "misc/falling_debris_runner" ); level._effect[ "falling_debris_runner_400x400" ] = loadfx( "misc/falling_debris_runner_400x400" ); 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[ "car_damage_whitesmoke_loop" ] = loadfx( "smoke/car_damage_whitesmoke_loop" ); level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); 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" ); level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" ); level._effect[ "dust_wind_fast_light" ] = LoadFX( "dust/dust_wind_fast_light" ); level._effect[ "insects_carcass_runner" ] = LoadFX( "misc/insects_carcass_runner" ); /*----------------------- MORTAR EFFECTS & SOUNDS -------------------------*/ //level._effect[ "mortar" ][ "bunker_ceiling" ] = loadfx( "dust/ceiling_dust_default" ); level._effect[ "mortar_large" ] = loadfx( "explosions/artilleryExp_dirt_brown_2" ); level._effect[ "mortar_water" ] = loadfx( "explosions/mortarExp_water" ); level._effect[ "vehicle_scrape_sparks" ] = loadfx( "misc/vehicle_scrape_sparks" ); level._effect[ "building_explosion_gulag" ] = loadfx( "explosions/building_explosion_gulag" ); //level._effect[ "mortar" ][ "dirt" ] = loadfx( "explosions/grenadeExp_dirt" ); //level._effect[ "mortar" ][ "mud" ] = loadfx( "explosions/grenadeExp_mud" ); //level._effect[ "mortar" ][ "water" ] = loadfx( "explosions/grenadeExp_water" ); //level._effect[ "mortar" ][ "concrete" ] = loadfx( "explosions/grenadeExp_concrete" ); /* level.scr_sound[ "mortar" ][ "incomming" ] = "mortar_incoming"; level.scr_sound[ "mortar" ][ "dirt" ] = "mortar_explosion_dirt"; level.scr_sound[ "mortar" ][ "dirt_large" ] = "mortar_explosion_dirt"; level.scr_sound[ "mortar" ][ "concrete" ] = "mortar_explosion_dirt"; level.scr_sound[ "mortar" ][ "mud" ] = "mortar_explosion_water"; */ maps\createfx\roadkill_fx::main(); }