#include common_scripts\utility; #include maps\_utility; #include maps\_weather; main() { if ( getdvarint( "sm_enable" ) ) { // Hunted Spotlight level._effect[ "_attack_heli_spotlight" ] = loadfx( "misc/hunted_spotlight_model" ); } else { // MinSpec Spotlight level._effect[ "_attack_heli_spotlight" ] = loadfx( "misc/spotlight_large_dcburning" ); } //CRASH SCENE FX level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" ); 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_nolight" ] = loadfx( "fire/firelp_large_pm_nolight" ); level._effect[ "firelp_med_pm_nolight" ] = loadfx( "fire/firelp_med_pm_nolight" ); level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" ); level._effect[ "firelp_small_pm_a_nolight" ] = loadfx( "fire/firelp_small_pm_a_nolight" ); //Tunnel level._effect[ "waterfall_drainage_short" ] = loadfx( "water/waterfall_drainage_short_dcemp" ); level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash_dcemp" ); level._effect[ "falling_water_trickle" ] = loadfx( "water/falling_water_trickle" ); level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" ); level._effect[ "cgo_ship_puddle_large" ] = loadfx( "distortion/cgo_ship_puddle_large" ); //WHITEHOUSE level._effect[ "transformer_spark_runner" ] = loadfx( "explosions/transformer_spark_runner" ); level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" ); level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" ); level._effect[ "room_smoke_200_dcwhite" ] = loadfx( "smoke/room_smoke_200_dcwhite" ); level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" ); level._effect[ "rock_falling_small_runner" ] = loadfx( "misc/rock_falling_small_runner" ); level._effect[ "powerline_runner_cheap" ] = loadfx( "explosions/powerline_runner_cheap" ); level._effect[ "fire_tree_slow_longrange" ] = loadfx( "fire/fire_tree_slow_longrange" ); level._effect[ "field_fire_distant" ] = loadfx( "fire/field_fire_distant" ); level._effect[ "embers_whitehouse" ] = loadfx( "fire/embers_whitehouse" ); level._effect[ "green_flare" ] = loadfx( "misc/handflare_green" ); level._effect[ "green_flare_ignite" ] = loadfx( "misc/handflare_green_ignite" ); level._effect[ "player_flare" ] = loadfx( "impacts/small_metalhit" ); level._effect[ "carpetbomb" ] = loadfx( "explosions/tanker_explosion" ); level._effect[ "green_flare_smoke_distant" ] = loadfx( "smoke/green_flare_smoke_distant" ); level._effect[ "thin_black_smoke_dcwhite" ] = loadfx( "smoke/thin_black_smoke_dcwhite" ); level._effect[ "breach_room_concrete_whitehouse" ] = loadfx( "explosions/breach_room_concrete_whitehouse" ); level._effect[ "breach_room_residual_whitehouse" ] = loadfx( "explosions/breach_room_residual_whitehouse" ); level._effect[ "breach_wall_concrete_whitehouse" ] = loadfx( "explosions/breach_wall_concrete_whitehouse" ); level._effect[ "falling_brick_runner_whitehouse" ] = loadfx( "misc/falling_brick_runner_whitehouse" ); //CHANDELIER level._effect[ "wire_spark" ] = loadfx( "explosions/transformer_spark_runner" ); //SPOTLIGHT level._effect[ "spotlight_spark" ] = loadfx( "explosions/transformer_spark_runner" ); //LIGHTING level._effect[ "lightning" ] = loadfx( "weather/lightning" ); level._effect[ "lightning_bolt" ] = loadfx( "weather/lightning_bolt" ); level._effect[ "lightning_bolt_lrg" ] = loadfx( "weather/lightning_bolt_lrg" ); addLightningExploder( 10 );// these exploders make lightning flashes in the sky addLightningExploder( 11 ); addLightningExploder( 12 ); level.nextLightning = gettime() + 1;// 10000 + randomfloat( 4000 );// sets when the first lightning of the level will go off //footstep fx /* animscripts\utility::setFootstepEffect( "mud", loadfx( "impacts/footstep_water_dark" ) ); animscripts\utility::setFootstepEffect( "grass", loadfx( "impacts/footstep_water_dark" ) ); animscripts\utility::setFootstepEffect( "dirt", loadfx( "impacts/footstep_water_dark" ) ); animscripts\utility::setFootstepEffect( "concrete", loadfx( "impacts/footstep_water_dark" ) ); animscripts\utility::setFootstepEffect( "rock", loadfx( "impacts/footstep_water_dark" ) ); animscripts\utility::setFootstepEffect( "asphalt", loadfx( "impacts/footstep_water_dark" ) ); animscripts\utility::setFootstepEffect( "wood", loadfx( "impacts/footstep_water_dark" ) ); animscripts\utility::setFootstepEffect( "metal", loadfx( "impacts/footstep_water_dark" ) ); */ // Rain level._effect[ "rain_10" ] = loadfx( "weather/rain_heavy_mist" ); level._effect[ "rain_9" ] = loadfx( "weather/rain_9_lite" ); level._effect[ "rain_8" ] = loadfx( "weather/rain_8_lite" ); level._effect[ "rain_7" ] = loadfx( "weather/rain_7_lite" ); level._effect[ "rain_6" ] = loadfx( "weather/rain_6_lite" ); level._effect[ "rain_5" ] = loadfx( "weather/rain_5_lite" ); level._effect[ "rain_4" ] = loadfx( "weather/rain_4_lite" ); level._effect[ "rain_3" ] = loadfx( "weather/rain_3_lite" ); level._effect[ "rain_2" ] = loadfx( "weather/rain_2_lite" ); level._effect[ "rain_1" ] = loadfx( "weather/rain_1_lite" ); level._effect[ "rain_0" ] = loadfx( "misc/blank" ); thread rainInit( "none" );// "none" "light" or "hard" thread playerWeather(); // make the actual rain effect generate around the player //enable this line for correct vision in createfx BESURE TO DISABLE //thread maps\_utility::vision_set_fog_changes( "dc_whitehouse_roof", 0 ); } lightning_flash( dir ) { level notify( "emp_lighting_flash" ); level endon( "emp_lighting_flash" ); if ( level.createFX_enabled ) return; num = randomintrange( 1, 4 ); if( !isdefined( dir ) ) dir = ( -20, 60, 0 ); for ( i = 0; i < num; i++ ) { type = randomint( 3 ); switch( type ) { case 0: wait( 0.05 ); setSunLight( 1, 1, 1.2 ); //parking_lightning( 1.2 ); wait( 0.05 ); setSunLight( 2, 2, 2.5 ); //parking_lightning( 2.25 ); break; case 1:{ wait( 0.05 ); setSunLight( 1, 1, 1.2 ); //parking_lightning( 1.2 ); wait( 0.05 ); setSunLight( 2, 2, 2.5 ); //parking_lightning( 2.25 ); wait( 0.05 ); setSunLight( 3, 3, 3.7 ); //parking_lightning( 3 ); }break; case 2:{ wait( 0.05 ); setSunLight( 1, 1, 1.2 ); //parking_lightning( 1.2 ); wait( 0.05 ); setSunLight( 2, 2, 2.5 ); //parking_lightning( 2.25 ); wait( 0.05 ); setSunLight( 3, 3, 3.7 ); //parking_lightning( 3 ); wait( 0.05 ); setSunLight( 2, 2, 2.5 ); //parking_lightning( 2.25 ); }break; } wait randomfloatrange( 0.05, 0.1 ); lightning_normal(); } lightning_normal(); } lightning_normal() { resetSunLight(); resetSunDirection(); }