IW4-Dump-Files/maps/invasion_amb.gsc

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#include maps\_ambient;
main()
{
// Set the underlying ambient track
level.ambient_track [ "invasion_ext1" ] = "ambient_invasion_ext1";
level.ambient_track [ "invasion_ext3" ] = "ambient_invasion_ext3";
thread maps\_utility::set_ambient( "invasion_ext1" );
ambientDelay( "invasion_ext1", 5.0, 10.0 );// Trackname, min and max delay between ambient events
ambientEvent( "invasion_ext1", "null", 0.3 );
ambientEvent( "invasion_ext1", "elm_wind_leafy", 1.0 );
ambientEvent( "invasion_ext1", "elm_dog", 3.0 );
ambientEvent( "invasion_ext1", "elm_explosions_med", 1.0 );
ambientEvent( "invasion_ext1", "elm_explosion_low_dist", 3.0 );
ambientEvent( "invasion_ext1", "elm_explosions_dist", 0.5 );
ambientEvent( "invasion_ext1", "elm_helicopter_flyover_med", 0.1 );
ambientEvent( "invasion_ext1", "elm_jet_flyover_med", 0.1 );
ambientEvent( "invasion_ext1", "elm_jet_flyover_dist", 1.0 );
ambientEvent( "invasion_ext1", "elm_gunfire_50cal_med", 0.5 );
ambientEvent( "invasion_ext1", "elm_gunfire_50cal_dist", 1.0 );
ambientEvent( "invasion_ext1", "elm_gunfire_ak47_med", 0.5 );
ambientEvent( "invasion_ext1", "elm_gunfire_ak47_dist", 1.0 );
ambientEvent( "invasion_ext1", "elm_gunfire_miniuzi_med", 0.5 );
ambientEvent( "invasion_ext1", "elm_gunfire_miniuzi_dist", 1.0 );
ambientEvent( "invasion_ext1", "elm_gunfire_m16_med", 0.5 );
ambientEvent( "invasion_ext1", "elm_gunfire_m16_dist", 1.0 );
ambientEvent( "invasion_ext1", "elm_gunfire_m240_med", 0.5 );
ambientEvent( "invasion_ext1", "elm_gunfire_m240_dist", 1.0 );
ambientEvent( "invasion_ext1", "elm_gunfire_mp5_med", 0.5 );
ambientEvent( "invasion_ext1", "elm_gunfire_mp5_dist", 1.0 );
ambientEvent( "invasion_ext1", "elm_gunfire_usassault_med", 2.0 );
ambientDelay( "invasion_ext3", 5.0, 8.0 );// Trackname, min and max delay between ambient events
ambientEvent( "invasion_ext3", "null", 0.001 );
ambientEvent( "invasion_ext3", "elm_dog", 3.0 );
ambientEvent( "invasion_ext3", "elm_explosions_med", 1.0 );
ambientEvent( "invasion_ext3", "elm_explosion_low_dist", 1.0 );
ambientEvent( "invasion_ext3", "elm_explosions_dist", 0.1 );
ambientEvent( "invasion_ext3", "elm_helicopter_flyover_med", 0.1 );
ambientEvent( "invasion_ext3", "elm_jet_flyover_med", 0.1 );
ambientEvent( "invasion_ext3", "elm_jet_flyover_dist", 0.5 );
ambientEvent( "invasion_ext3", "elm_gunfire_50cal_med", 1.0 );
ambientEvent( "invasion_ext3", "elm_gunfire_50cal_dist", 0.2 );
ambientEvent( "invasion_ext3", "elm_gunfire_ak47_med", 1.0 );
ambientEvent( "invasion_ext3", "elm_gunfire_ak47_dist", 0.2 );
ambientEvent( "invasion_ext3", "elm_gunfire_miniuzi_med", 1.0 );
ambientEvent( "invasion_ext3", "elm_gunfire_miniuzi_dist", 0.2 );
ambientEvent( "invasion_ext3", "elm_gunfire_m16_med", 1.0 );
ambientEvent( "invasion_ext3", "elm_gunfire_m16_dist", 0.2 );
ambientEvent( "invasion_ext3", "elm_gunfire_m240_med", 1.0 );
ambientEvent( "invasion_ext3", "elm_gunfire_m240_dist", 0.2 );
ambientEvent( "invasion_ext3", "elm_gunfire_mp5_med", 1.0 );
ambientEvent( "invasion_ext3", "elm_gunfire_mp5_dist", 0.2 );
ambientEvent( "invasion_ext3", "elm_gunfire_usassault_med", 3.0 );
ambientEventStart( "invasion_ext1" );
level waittill( "action moment" );
ambientEventStart( "action ambient" );
}