IW4-Dump-Files/maps/oilrig_fx.gsc

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#include common_scripts\utility;
#include maps\_utility;
main()
{
//LittleBird DeathFX override
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", "explosions/mortarExp_water", undefined, "littlebird_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" );
thread precacheFX();
thread treadfx_override();
maps\createfx\oilrig_fx::main();
}
precacheFX()
{
level._effect[ "pipe_steam" ] = LoadFX( "impacts/pipe_steam" );
level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "minigun_shell_eject" ] = loadfx( "shellejects/20mm_mp" );
level._effect[ "cold_breath" ] = loadfx( "misc/cold_breath" );
level._effect[ "player_death_explosion" ] = loadfx( "explosions/player_death_explosion" );
level._effect[ "smokescreen" ] = loadfx( "smoke/smoke_screen" );
level._effect[ "sdv_prop_wash_1" ] = loadfx( "water/sdv_prop_wash_1" );
//level._effect[ "sub_prop_wash_1" ] = loadfx( "water/sdv_prop_wash_1" );
level._effect[ "sdv_contrail" ] = loadfx( "smoke/jet_contrail" );
level._effect[ "scuba_bubbles" ] = loadfx( "water/scuba_bubbles_breath" );
level._effect[ "scuba_bubbles_friendly" ] = loadfx( "water/scuba_bubbles_breath" );
level._effect[ "oilrig_underwater_ambient" ] = loadfx( "water/oilrig_underwater_ambient" );
level._effect[ "oilrig_underwater_ambient_emitter" ] = loadfx( "water/oilrig_underwater_ambient_emitter" );
level._effect[ "oilrig_underwater_ambient_looped" ] = loadfx( "water/oilrig_underwater_ambient_looped" );
level._effect[ "fish_school01" ] = loadfx( "animals/fish_school01" );
level._effect[ "fish_school_top_oilrig_base" ] = loadfx( "animals/fish_school_top_oilrig_base" );
level._effect[ "fish_school_side_med" ] = loadfx( "animals/fish_school_side_med" );
level._effect[ "fish_school_side_large" ] = loadfx( "animals/fish_school_side_large" );
level._effect[ "oilrig_underwater_caustic" ] = loadfx( "water/oilrig_underwater_caustic" );
level._effect[ "bloodspurt_underwater" ] = loadfx( "water/blood_spurt_underwater" );
level._effect[ "deathfx_bloodpool_underwater" ] = loadfx( "impacts/deathfx_bloodpool_underwater" );
level._effect[ "splash_underwater_stealthkill" ] = loadfx( "water/splash_underwater_stealthkill" );
level._effect[ "drips_player_hand" ] = loadfx( "water/drips_player_hand" );
level._effect[ "oil_rig_fire" ] = loadfx( "fire/oil_rig_fire" );
level._effect[ "wavebreak_oilrig_runner" ] = loadfx( "misc/wavebreak_oilrig_runner" );
level._effect[ "water_froth_oilrig" ] = loadfx( "misc/water_froth_oilrig" );
level._effect[ "water_froth_oilrig_leg_runner" ] = loadfx( "misc/water_froth_oilrig_leg_runner" );
level._effect[ "bird_seagull_flock_large" ] = loadfx( "misc/bird_seagull_flock_large" );
level._effect[ "powerline_runner" ] = loadfx( "explosions/powerline_runner" );
level._effect[ "oilrig_drips_riser" ] = loadfx( "water/oilrig_drips_riser" );
level._effect[ "splash_ring_32_oilrig" ] = loadfx( "water/splash_ring_32_oilrig" );
level._effect[ "drips_slow" ] = loadfx( "misc/drips_slow" );
level._effect[ "steam_vent_small" ] = loadfx( "smoke/steam_vent_small" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "steam_room_100" ] = loadfx( "smoke/steam_room_100" );
level._effect[ "steam_hall_200" ] = loadfx( "smoke/steam_hall_200" );
level._effect[ "steam_room_100_orange" ] = loadfx( "smoke/steam_room_100_orange" );
level._effect[ "steam_hall_200_orange" ] = loadfx( "smoke/steam_hall_200_orange" );
level._effect[ "light_glow_grating_yellow" ] = loadfx( "misc/light_glow_grating_yellow" );
level._effect[ "oilrig_debri_large" ] = loadfx( "misc/oilrig_debri_large" );
level._effect[ "ground_fog_oilrig" ] = loadfx( "smoke/ground_fog_oilrig" );
level._effect[ "ground_fog_oilrig_far" ] = loadfx( "smoke/ground_fog_oilrig_far" );
level._effect[ "thin_black_smoke_M" ] = loadfx( "smoke/thin_black_smoke_M_nofog" );
level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L_nofog" );
level._effect[ "thin_black_smoke_S" ] = loadfx( "smoke/thin_black_smoke_S_nofog" );
level._effect[ "underwater_particulates_01" ] = loadfx( "dust/light_shaft_dust_large" );
level._effect[ "underwater_particulates_02" ] = loadfx( "dust/room_dust_200" );
level._effect[ "underwater_particulates_03" ] = loadfx( "dust/room_dust_100" );
level._effect[ "body_splash_railing" ] = loadfx( "impacts/water_splash_bodydump" );
level._effect[ "ambush_explosion_03" ] = loadfx( "explosions/window_explosion_1_oilrig" );
level._effect[ "ambush_explosion_room" ] = loadfx( "explosions/room_explosion_oilrig" );
level._effect[ "light_c4_blink_nodlight" ] = loadfx( "misc/light_c4_blink_nodlight" );
level._effect[ "zodiac_wake_geotrail_oilrig" ] = loadfx( "treadfx/zodiac_wake_geotrail_oilrig" );
level._effect[ "sub_surface_runner" ] = loadfx( "water/sub_surface_runner" );
// "hunted light" required zfeather == 1 and r_zfeather is undefined on console. So, test for != "0".
if ( getdvarint( "sm_enable" ) && getdvar( "r_zfeather" ) != "0" )
level._effect[ "spotlight" ] = loadfx( "misc/hunted_spotlight_model" );
else
level._effect[ "spotlight" ] = loadfx( "misc/spotlight_large" );
level._effect[ "heli_dlight_blue" ] = loadfx( "misc/aircraft_light_cockpit_blue" );
}
submarine01_fx()
{
//for engine exhaust, sounds, etc.
flag_wait( "open_dds_door" );
// while ( !flag( "sdv_01_passing" ) )
// {
// playfxontag( getfx( "sub_prop_wash_1" ), self, "TAG_PROPELLER" );
// wait( .1 );
// }
}
submarine02_fx()
{
//for engine exhaust, sounds, etc.
flag_wait( "intro_anim_sequence_starting" );
wait( 14 );
self thread play_sound_on_tag( "submarine_driveby", "TAG_PROPELLER" );
// while ( !flag( "sdv_01_arriving" ) )
// {
// playfxontag( getfx( "sub_prop_wash_1" ), self, "TAG_PROPELLER" );
// wait( .1 );
// }
}
sdv01_fx()
{
//for engine exhaust, sounds, etc.
self waittill( "moving" );
self thread play_sound_on_tag( "sdv_start_plr", "TAG_PROPELLER" );
self delaythread( 1,::play_loop_sound_on_tag, "sdv_move_loop_plr", "TAG_PROPELLER", true );
//PLACE FX HERE
playfxontag( getfx( "oilrig_underwater_ambient_emitter" ), self, "TAG_PROPELLER" );
/*-----------------------
SDV STOPPING
-------------------------*/
self waittill( "stopped_moving" );
self notify( "stop sound" + "sdv_move_loop_plr" );
self thread play_sound_on_tag( "sdv_stop_plr", "TAG_PROPELLER" );
}
sdv02_fx()
{
//for engine exhaust, sounds, etc.
/*-----------------------
SDV STARTS MOVING
-------------------------*/
self waittill( "moving" );
self thread play_sound_on_tag( "sdv_start", "TAG_PROPELLER" );
self delaythread( 1,::play_loop_sound_on_tag, "sdv_move_loop", "TAG_PROPELLER", true );
/*-----------------------
SDV PROP WASH FX
-------------------------*/
playfxontag( getfx( "sdv_prop_wash_1" ), self, "TAG_PROPELLER" );
/*-----------------------
SDV STOPPING
-------------------------*/
//self waittill( "arriving" );
self waittill( "stopped_moving" );
stopfxontag( getfx( "sdv_contrail" ), self, "TAG_PROPELLER" );
self notify( "stop sound" + "sdv_move_loop" );
self thread play_sound_on_tag( "sdv_stop", "TAG_PROPELLER" );
}
underwater_ambient_fx()
{
self waittill( "moving" );
while ( self.moving )
{
playfxontag( getfx( "oilrig_underwater_ambient" ), self, "TAG_PROPELLER" );
wait( .1 );
}
}
underwater_bleedout( guy )
{
// iprintlnbold( "Blood" );
playfxontag( getfx( "deathfx_bloodpool_underwater" ), guy, "J_NECK");
}
knife_blood( playerRig )
{
// iprintlnbold( "Throat" );
playfxontag( getfx( "bloodspurt_underwater" ), playerRig, "TAG_KNIFE_FX");
}
underwater_struggle( guy )
{
// iprintlnbold( "Splash" );
playfxontag( getfx( "splash_underwater_stealthkill" ), guy, "J_SpineUpper");
}
playerDrips_left( model )
{
tags_in_arm = [];
tags_in_arm[ tags_in_arm.size ] = "J_Wrist_LE";
tags_in_arm[ tags_in_arm.size ] = "J_Thumb_LE_1";
tags_in_arm[ tags_in_arm.size ] = "J_Thumb_LE_2";
num = 10;
for( i = 0 ; i < num ; i++ )
{
//iprintlnbold( "left" );
thread play_drip_fx( tags_in_arm, model );
wait randomfloatrange( 0.05, 0.3 );
}
}
playerDrips_right( model )
{
tags_in_arm = [];
tags_in_arm[ tags_in_arm.size ] = "J_Wrist_RI";
tags_in_arm[ tags_in_arm.size ] = "J_Thumb_RI_1";
tags_in_arm[ tags_in_arm.size ] = "J_Webbing_RI";
tags_in_arm[ tags_in_arm.size ] = "J_Elbow_RI";
num = 10;
for( i = 0 ; i < num ; i++ )
{
//iprintlnbold( "right" );
thread play_drip_fx( tags_in_arm, model );
wait randomfloatrange( 0.05, 0.3 );
}
}
play_drip_fx( tags_in_arm, model )
{
foreach( bone in tags_in_arm )
{
playfxontag( getfx( "drips_player_hand" ), model, bone );
}
}
treadfx_override()
{
tread_effects = "treadfx/tread_snow_slush";
flying_tread_fx = "treadfx/heli_snow_default";
maps\_treadfx::setvehiclefx( "littlebird", "brick", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "bark", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "carpet", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "cloth", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "concrete", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "dirt", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "flesh", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "foliage", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "glass", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "grass", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "gravel", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "ice", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "metal", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "mud", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "paper", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "plaster", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "rock", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "sand", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "snow", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "water", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "wood", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "asphalt", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "ceramic", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "plastic", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "rubber", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "cushion", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "fruit", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "painted metal", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "default", flying_tread_fx );
maps\_treadfx::setvehiclefx( "littlebird", "none", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "brick", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "bark", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "carpet", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "cloth", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "concrete", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "dirt", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "flesh", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "foliage", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "glass", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "grass", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "gravel", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "ice", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "metal", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "mud", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "paper", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "plaster", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "rock", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "sand", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "snow", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "water", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "wood", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "asphalt", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "ceramic", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "plastic", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "rubber", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "cushion", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "fruit", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "painted metal", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "default", flying_tread_fx );
maps\_treadfx::setvehiclefx( "blackhawk", "none", flying_tread_fx );
maps\_treadfx::setvehiclefx( "zodiac", "brick", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "bark", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "carpet", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "cloth", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "concrete", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "dirt", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "flesh", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "foliage", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "glass", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "grass", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "gravel", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "ice", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "metal", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "mud", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "paper", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "plaster", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "rock", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "sand", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "snow", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "water", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "wood", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "asphalt", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "ceramic", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "plastic", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "rubber", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "cushion", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "fruit", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "painted metal", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "default", tread_effects );
maps\_treadfx::setvehiclefx( "zodiac", "none", tread_effects );
}