IW4-Dump-Files/maps/af_caves_fx.gsc

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#include common_scripts\utility;
#include maps\_utility;
main()
{
maps\_vehicle::build_deathfx_override( "littlebird", "vehicle_little_bird_armed", "explosions/helicopter_explosion_secondary_small", "tag_engine", "littlebird_helicopter_secondary_exp", undefined, undefined, undefined, 0.0, true );
maps\_vehicle::build_deathfx_override( "littlebird", "vehicle_little_bird_armed", "fire/fire_smoke_trail_L", "tag_engine", "littlebird_helicopter_dying_loop", true, 0.05, true, 0.5, true );
maps\_vehicle::build_deathfx_override( "littlebird", "vehicle_little_bird_armed", "explosions/helicopter_explosion_secondary_small", "tag_engine", "littlebird_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true );
maps\_vehicle::build_deathfx_override( "littlebird", "vehicle_little_bird_armed", "misc/no_effect", undefined, "littlebird_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" );
maps\_vehicle::build_deathfx_override( "blackhawk", "vehicle_blackhawk", "explosions/helicopter_explosion_secondary_small", "tag_engine_left", "blackhawk_helicopter_hit", undefined, undefined, undefined, 0.2, true );
maps\_vehicle::build_deathfx_override( "blackhawk", "vehicle_blackhawk", "explosions/helicopter_explosion_secondary_small", "elevator_jnt", "blackhawk_helicopter_hit", undefined, undefined, undefined, 0.5, true );
maps\_vehicle::build_deathfx_override( "blackhawk", "vehicle_blackhawk", "fire/fire_smoke_trail_L", "elevator_jnt", "blackhawk_helicopter_dying_loop", true, 0.05, true, 0.5, true );
maps\_vehicle::build_deathfx_override( "blackhawk", "vehicle_blackhawk", "explosions/helicopter_explosion_secondary_small", "tag_engine_right", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true );
maps\_vehicle::build_deathfx_override( "blackhawk", "vehicle_blackhawk", "explosions/helicopter_explosion_secondary_small", "tag_deathfx", "blackhawk_helicopter_secondary_exp", undefined, undefined, undefined, 4.0, true );
maps\_vehicle::build_deathfx_override( "blackhawk", "vehicle_blackhawk", "explosions/helicopter_explosion_af_caves", undefined, "blackhawk_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" );
level._effect[ "littlebird_fire_trail" ] = loadfx( "fire/fire_smoke_trail_L" );
level._effect[ "bhd_dirt" ] = LoadFX( "impacts/bhd_dirt" );
//shadow company dazed xombies on fire/smoking (wip)
level._effect[ "body_smoke_01" ] = loadfx( "smoke/grenade_smoke" );
level._effect[ "body_smoke_02" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "body_smoke_03" ] = loadfx( "smoke/cargo_steam" );
level._effect[ "body_fire_01" ] = loadfx( "fire/burninng_soldier_torso" );
//destruction of airstrip area....called via exploder 100
level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" );
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_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[ "thick_black_smoke_L" ] = loadfx( "smoke/thick_black_smoke_L" );
level._effect[ "thin_black_smoke_M" ] = loadfx( "smoke/thin_black_smoke_M" );
level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L" );
level._effect[ "tower_explosion" ] = loadfx( "explosions/tower_explosion_af_caves" );
level._effect[ "helicopter_explosion" ] = loadfx( "explosions/helicopter_explosion_little_bird_af_caves" );
//cave self-destruct
level._effect[ "player_death_explosion" ] = loadfx( "explosions/player_death_explosion" );
level._effect[ "player_cave_escape" ] = loadfx( "explosions/player_cave_escape" );
level._effect[ "control_room_explosion" ] = loadfx( "explosions/control_room_explosion" );
level._effect[ "fireball" ] = loadfx( "fire/fireball_af_caves" );
// steamroom red light next to door
level._effect[ "dlight_red" ] = LoadFX( "misc/dlight_red" );
level._effect[ "redlight_glow" ] = LoadFX( "misc/tower_light_red_steady_sort" );
level._effect[ "light_glow_white_bulb" ] = LoadFX( "misc/light_glow_white_bulb" );
level._effect[ "knife_stab" ] = LoadFX( "impacts/flesh_hit_knife" );
//smoke firefight
level._effect[ "smokescreen" ] = loadfx( "smoke/smoke_screen" );
//Zodiacs
level._effect[ "zodiac_wake_geotrail_oilrig" ] = loadfx( "treadfx/zodiac_wake_geotrail_oilrig" );
//control room breach
level._effect[ "light_c4_blink_nodlight" ] = loadfx( "misc/light_c4_blink_nodlight" );
level._effect[ "c4_light_blink_dlight" ] = loadfx( "misc/light_c4_blink" );
//ambient fx
level._effect[ "sand_storm_intro" ] = loadfx( "weather/sand_storm_intro" );
level._effect[ "sand_storm_light" ] = loadfx( "weather/sand_storm_light" );
level._effect[ "sand_storm_distant_oriented" ] = LoadFX( "weather/sand_storm_distant_oriented" );
level._effect[ "sand_spray_detail_runner0x400" ] = loadfx( "dust/sand_spray_detail_runner_0x400" );
level._effect[ "sand_spray_detail_runner400x400" ] = loadfx( "dust/sand_spray_detail_runner_400x400" );
level._effect[ "sand_spray_detail_oriented_runner" ] = loadfx( "dust/sand_spray_detail_oriented_runner" );
level._effect[ "sand_spray_cliff_oriented_runner" ] = LoadFX( "dust/sand_spray_cliff_oriented_runner" );
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_afcaves" );
level._effect[ "dust_wind_canyon" ] = loadfx( "dust/dust_wind_canyon" );
level._effect[ "steam_vent_large_wind" ] = loadfx( "smoke/steam_vent_large_wind" );
level._effect[ "thermal_draft_afcaves" ] = loadfx( "smoke/thermal_draft_afcaves" );
// level._effect[ "waterfall_drainage_short" ] = loadfx( "water/waterfall_drainage_short_physics" );
level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash" );
// level._effect[ "waterfall_splash_large" ] = loadfx( "water/waterfall_splash_large" );
level._effect[ "waterfall_splash_large_drops" ] = loadfx( "water/waterfall_splash_large_drops" );
// level._effect[ "falling_water_trickle" ] = loadfx( "water/falling_water_trickle" );
level._effect[ "light_shaft_ground_dust_small" ] = loadfx( "dust/light_shaft_ground_dust_small" );
level._effect[ "light_shaft_ground_dust_large" ] = loadfx( "dust/light_shaft_ground_dust_large" );
level._effect[ "light_shaft_ground_dust_small_yel" ] = loadfx( "dust/light_shaft_ground_dust_small_yel" );
level._effect[ "light_shaft_ground_dust_large_yel" ] = loadfx( "dust/light_shaft_ground_dust_large_yel" );
level._effect[ "light_shaft_motes_afcaves" ] = loadfx( "dust/light_shaft_motes_afcaves" );
//Scripted fx
level._effect[ "flashlight" ] = loadfx( "misc/flashlight" );
level._effect[ "pistol_muzzleflash" ] = loadfx( "muzzleflashes/pistolflash" );
level._effect[ "player_death_explosion" ] = loadfx( "explosions/player_death_explosion" );
level._effect[ "cave_explosion" ] = loadfx( "explosions/cave_explosion" );
level._effect[ "cave_explosion_exit" ] = loadfx( "explosions/cave_explosion_exit" );
level._effect[ "mortar" ][ "bunker_ceiling" ] = loadfx( "dust/ceiling_dust_default" );
level._effect[ "ceiling_collapse_dirt1" ] = loadfx( "dust/ceiling_collapse_dirt1" );
level._effect[ "ceiling_rock_break" ] = loadfx( "misc/ceiling_rock_break" );
level._effect[ "hallway_collapsing_big" ] = loadfx( "misc/hallway_collapsing_big" );
level._effect[ "hallway_collapsing_huge" ] = loadfx( "misc/hallway_collapsing_huge" );
level._effect[ "hallway_collapse_ceiling_smoke" ] = loadfx( "smoke/hallway_collapse_ceiling_smoke" );
level._effect[ "hallway_collapsing_chase" ] = loadfx( "misc/hallway_collapsing_chase" );
level._effect[ "hallway_collapsing_cavein" ] = loadfx( "misc/hallway_collapsing_cavein" );
level._effect[ "hallway_collapsing_cavein_short" ] = loadfx( "misc/hallway_collapsing_cavein_short" );
level._effect[ "hallway_collapsing_burst" ] = loadfx( "misc/hallway_collapsing_burst" );
level._effect[ "hallway_collapsing_burst_no_linger" ] = loadfx( "misc/hallway_collapsing_burst_no_linger" );
level._effect[ "hallway_collapsing_major" ] = loadfx( "misc/hallway_collapsing_major" );
level._effect[ "hallway_collapsing_major_norocks" ] = loadfx( "misc/hallway_collapsing_major_norocks" );
level._effect[ "building_explosion_metal" ] = loadfx( "explosions/building_explosion_metal_gulag" );
level._effect[ "tanker_explosion" ] = loadfx( "explosions/tanker_explosion" );
level._effect[ "airstrip_explosion" ] = loadfx( "explosions/airstrip_explosion" );
level._effect[ "bunker_ceiling" ] = loadfx( "dust/ceiling_dust_default" );
level._effect[ "heli_impacts" ] = loadfx( "impacts/large_dirt_1" );
level._effect[ "welding_small_extended" ] = loadfx( "misc/welding_small_extended" );
level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect[ "gulag_cafe_spotlight" ] = loadfx( "misc/gulag_cafe_spotlight" );
level._effect[ "heli_aerial_explosion" ] = loadfx( "explosions/aerial_explosion" );
level._effect[ "heli_aerial_explosion_large" ] = loadfx( "explosions/aerial_explosion_large" );
// steam room
level._effect[ "steam_room_100" ] = LoadFX( "smoke/steam_room_100" );
level._effect[ "steam_room_100_nocull" ] = LoadFX( "smoke/steam_room_100_nocull" );
level._effect[ "steam_room_100_nocull_red" ] = LoadFX( "smoke/steam_room_100_nocull_red" );
level._effect[ "steam_room_ceiling" ] = LoadFX( "smoke/steam_room_ceiling" );
level._effect[ "steam_room_floor" ] = LoadFX( "smoke/steam_room_floor" );
level._effect[ "steam_room_fill" ] = LoadFX( "smoke/steam_room_fill" );
level._effect[ "steam_room_add_large" ] = LoadFX( "smoke/steam_room_add_large" );
level._effect[ "steam_room_add_small" ] = LoadFX( "smoke/steam_room_add_small" );
// level._effect[ "ground_smoke1200x1200" ] = LoadFX( "smoke/ground_smoke1200x1200" );
level._effect[ "pipe_steam_looping" ] = LoadFX( "impacts/pipe_steam_looping" );
// steam room
level._effect[ "steam_room_100_dark" ] = LoadFX( "smoke/steam_room_100_dark" );
level._effect[ "steam_room_100_nocull_dark" ] = LoadFX( "smoke/steam_room_100_nocull_dark" );
level._effect[ "steam_room_ceiling_dark" ] = LoadFX( "smoke/steam_room_ceiling_dark" );
level._effect[ "steam_room_floor_dark" ] = LoadFX( "smoke/steam_room_floor_dark" );
level._effect[ "steam_room_fill_dark" ] = LoadFX( "smoke/steam_room_fill_dark" );
level._effect[ "steam_room_add_large_dark" ] = LoadFX( "smoke/steam_room_add_large_dark" );
level._effect[ "steam_room_add_small_dark" ] = LoadFX( "smoke/steam_room_add_small_dark" );
level._effect[ "pipe_steam_dark_looping" ] = LoadFX( "impacts/pipe_steam_dark_looping" );
level._effect[ "steam_vent_large_wind_dark" ] = LoadFX( "smoke/steam_vent_large_wind_dark" );
level._effect[ "drips_slow" ] = LoadFX( "misc/drips_slow" );
level._effect[ "drips_slow_infrequent" ] = LoadFX( "misc/drips_slow_infrequent" );
level._effect[ "pipe_steam_dark" ] = LoadFX( "impacts/pipe_steam_dark" );
//enable this line for correct vision in createfx BESURE TO DISABLE
thread maps\_utility::vision_set_fog_changes( "af_caves_indoors_steamroom", 0 );
// enable this line to see the lights on in the steam room
thread maps\af_caves::steamroom_lighting_setup();
add_earthquake( "backdoor_barracks" , 0.2, .75, 1024 );
add_earthquake( "steamroom" , 0.25, 2.75, 1024 );
add_earthquake( "controlroom_shake" , 0.25, .75, 1024 );
maps\createfx\af_caves_fx::main();
}
introSandStorm()
{
player = getentarray( "player", "classname" )[ 0 ];
playfx( getfx( "sand_storm_intro" ), player.origin );
}
get_global_fx( name )
{
fxName = level.global_fx[ name ];
return level._effect[ fxName ];
}