IW4-Dump-Files/maps/af_chase_fx.gsc

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#include common_scripts\utility;
#include maps\_utility;
#include maps\_sandstorm;
main()
{
if ( !isdefined( level.script ) )
level.script = ToLower( GetDvar( "mapname" ) );
PreCacheModel( "fog_blackout" );
maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/helicopter_explosion_secondary_small", "tag_engine_left", undefined, undefined, undefined, undefined, 0.0, true );
maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/helicopter_explosion_secondary_small", "tag_engine_right", undefined, undefined, undefined, undefined, 1.4, true );
maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/helicopter_explosion_secondary_small", "tag_engine_right", undefined, undefined, undefined, undefined, 3.9, true );
maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/helicopter_explosion_secondary_small", "tail_rotor_jnt", undefined, undefined, undefined, undefined, 5.34, true );
maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/helicopter_explosion_secondary_small", "tag_engine_left", undefined, undefined, undefined, undefined, 6.0, true );
maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "fire/fire_smoke_trail_L", "tag_engine_left", undefined, true, 0.05, true, 0.2, true );
maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/helicopter_explosion_secondary_small", "tag_engine_right", undefined, undefined, undefined, undefined, 2.5, true );
maps\_vehicle::build_deathfx_override( "pavelow", "vehicle_pavelow", "explosions/aerial_explosion_large", undefined, undefined, undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" );
level._effect[ "explosions/large_vehicle_explosion" ] = loadfx( "explosions/large_vehicle_explosion" );
//walking through water
level._effect[ "water_stop" ] = LoadFX( "misc/parabolic_water_stand" );
level._effect[ "water_movement" ] = LoadFX( "misc/parabolic_water_movement" );
level._effect[ "rocket_hits_heli" ] = LoadFX( "explosions/grenadeExp_metal" );
/*-----------------------------------------------------------------------------------------------------*/
//Zodiac Wake
level._effect[ "zodiac_wake_geotrail" ] = LoadFX( "treadfx/zodiac_wake_geotrail_af_chase" );
// only ever see the front of the players boat plays on tag_origin
level._effect[ "zodiac_leftground" ] = LoadFX( "misc/watersplash_large" );
//Zodiac bigbump
level._effect[ "player_zodiac_bumpbig" ] = LoadFX( "misc/watersplash_large" );
level._effect[ "zodiac_bumpbig" ] = LoadFX( "misc/watersplash_large" );
level._effect_tag[ "zodiac_bumpbig" ] = "tag_guy2";// pushing this farther forward so the player sees it better.
//Zodiac bump
level._effect[ "player_zodiac_bump" ] = LoadFX( "impacts/large_waterhit" );
level._effect[ "zodiac_bump" ] = LoadFX( "impacts/large_waterhit" );
//zodiac collision
level._effect[ "zodiac_collision" ] = LoadFX( "misc/watersplash_large" );
level._effect_tag[ "zodiac_collision" ] = "TAG_DEATH_FX";// pushing this farther forward so the player sees it better.
/*-----------------------------------------------------------------------------------------------------*/
//Zodiac Bounce Small Left
level._effect[ "zodiac_bounce_small_left" ] = LoadFX( "water/zodiac_splash_bounce_small" );
level._effect_tag[ "zodiac_bounce_small_left" ] = "TAG_FX_LF";
//Zodiac Bounce Small Right
level._effect[ "zodiac_bounce_small_right" ] = LoadFX( "water/zodiac_splash_bounce_small" );
level._effect_tag[ "zodiac_bounce_small_right" ] = "TAG_FX_RF";
//Zodiac Bounce Large Left
level._effect[ "zodiac_bounce_large_left" ] = LoadFX( "water/zodiac_splash_bounce_large" );
level._effect_tag[ "zodiac_bounce_large_left" ] = "TAG_FX_LF";
//Zodiac Bounce Large Right
level._effect[ "zodiac_bounce_large_right" ] = LoadFX( "water/zodiac_splash_bounce_large" );
level._effect_tag[ "zodiac_bounce_large_right" ] = "TAG_FX_RF";
/*-----------------------------------------------------------------------------------------------------*/
//Zodiac Turn Hard Left /Hit left
level._effect[ "zodiac_sway_left" ] = LoadFX( "water/zodiac_splash_turn_hard" );
level._effect_tag[ "zodiac_sway_left" ] = "TAG_FX_LF";
//Zodiac Turn Hard Right /Hit right
level._effect[ "zodiac_sway_right" ] = LoadFX( "water/zodiac_splash_turn_hard" );
level._effect_tag[ "zodiac_sway_right" ] = "TAG_FX_RF";
//Zodiac Turn Light Left
level._effect[ "zodiac_sway_left_light" ] = LoadFX( "water/zodiac_splash_turn_light" );
level._effect_tag[ "zodiac_sway_left_light" ] = "TAG_FX_LF";
//Zodiac Turn Light Right
level._effect[ "zodiac_sway_right_light" ] = LoadFX( "water/zodiac_splash_turn_light" );
level._effect_tag[ "zodiac_sway_right_light" ] = "TAG_FX_RF";
/*-----------------------------------------------------------------------------------------------------*/
//sound
level.zodiac_fx_sound[ "zodiac_bump" ] = "water_boat_splash_small";
level.zodiac_fx_sound[ "zodiac_bumpbig" ] = "water_boat_splash";
level.zodiac_fx_sound[ "player_zodiac_bump" ] = "water_boat_splash_small_plr";
level.zodiac_fx_sound[ "player_zodiac_bumpbig" ] = "water_boat_splash_plr";
//two bumps small and big. change them at points in the level to allow more or less visibility.
level.water_sheating_time[ "bump_big_start" ] = 2;
level.water_sheating_time[ "bump_small_start" ] = 1;
// sheeting time smaller just so action can be more visible. I'm just trying this I suppose
level.water_sheating_time[ "bump_big_after_rapids" ] = 4;
level.water_sheating_time[ "bump_small_after_rapids" ] = 2;
// water sheating time when the player dies. meant to be really long to cover up some nasty.
level.water_sheating_time[ "bump_big_player_dies" ] = 7;
level.water_sheating_time[ "bump_small_player_dies" ] = 3;
//player falls over waterfall, this shoots up just as they go over.
level._effect[ "splash_over_waterfall" ] = LoadFX( "misc/watersplash_large" );
//player falls over waterfall, this shoots up when they hit below
level._effect[ "player_hits_water_after_waterfall" ] = LoadFX( "misc/watersplash_large" );
level._effect[ "powerline_runner_cheap" ] = loadfx( "explosions/powerline_runner_cheap" );
level._effect[ "firelp_small_pm_a_nolight" ] = LoadFX( "fire/firelp_small_pm_a_nolight" );
level._effect[ "firelp_large_pm_nolight" ] = LoadFX( "fire/firelp_large_pm_nolight" );
level._effect[ "heli_crash_fire" ] = LoadFX( "fire/pavelow_crash_large" );
level._effect[ "heli_crash_fire_short_smoke" ] = LoadFX( "fire/pavelow_crash_large_short_smoke" );
level._effect[ "no_effect" ] = LoadFX( "misc/no_effect" );
level._effect[ "player_stabbed" ] = LoadFX( "impacts/player_stabbed" );
level._effect[ "player_knife_wound" ] = LoadFX( "impacts/player_knife_wound" );
level._effect[ "player_knife_pull_1" ] = LoadFX( "impacts/player_knife_pull_1" );
level._effect[ "player_knife_pull_2" ] = LoadFX( "impacts/player_knife_pull_2" );
level._effect[ "blood_sheperd_eye" ] = LoadFX( "misc/blood_sheperd_eye" );
level._effect[ "blood_sheperd_eye_geotrail" ] = LoadFX( "misc/blood_sheperd_eye_geotrail" );
level._effect[ "revolver_bullets" ] = LoadFX( "shellejects/revolver_af_chase" );
level._effect[ "crawl_dust_sandstorm_runner" ] = LoadFX( "impacts/crawl_dust_sandstorm_runner" );
level._effect[ "footstep_dust_sandstorm_runner" ] = LoadFX( "impacts/footstep_dust_sandstorm_runner" );
level._effect[ "footstep_dust_sandstorm_small_runner" ] = LoadFX( "impacts/footstep_dust_sandstorm_small_runner" );
level._effect[ "bodyfall_dust_sandstorm_large_runner" ] = LoadFX( "impacts/bodyfall_dust_sandstorm_large_runner" );
// need something cool here.
level._effect[ "body_falls_from_ropes_splash" ] = LoadFX( "impacts/large_waterhit" );
level._effect[ "sand_storm_distant" ] = LoadFX( "weather/sand_storm_distant" );
level._effect[ "sand_storm_canyon_light" ] = LoadFX( "weather/sand_storm_canyon_light" );
level._effect[ "sand_storm_player" ] = LoadFX( "weather/sand_storm_player" );
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_afchase_runner_400x400" );
level._effect[ "sand_spray_detail_oriented_runner" ] = LoadFX( "dust/sand_spray_detail_oriented_runner" );
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_far" );
level._effect[ "steam_vent_large_wind" ] = LoadFX( "smoke/steam_vent_large_wind" );
level._effect[ "ground_fog_afchase" ] = LoadFX( "smoke/ground_fog_afchase" );
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_afchase" ] = LoadFX( "dust/light_shaft_motes_afchase" );
if ( level.script == "ending" )
level._effect[ "light_glow_white_bulb" ] = LoadFX( "dust/light_shaft_motes_afchase" );
else
level._effect[ "light_glow_white_bulb" ] = LoadFX( "misc/light_glow_white_bulb" );
level._effect[ "splash_underwater_afchase" ] = loadfx( "water/splash_underwater_afchase" );
level._effect[ "rapids_splash_0x1000" ] = LoadFX( "water/rapids_splash_0x1000" );
level._effect[ "rapids_splash_1000x1000" ] = LoadFX( "water/rapids_splash_1000x1000" );
level._effect[ "rapids_splash_large" ] = LoadFX( "water/rapids_splash_large" );
level._effect[ "rapids_splash_large_dark" ] = LoadFX( "water/rapids_splash_large_dark" );
level._effect[ "rapids_splash_large_far" ] = LoadFX( "water/rapids_splash_large_far" );
level._effect[ "waterfall_afchase" ] = LoadFX( "water/waterfall_afchase" );
level._effect[ "waterfall_base_afchase" ] = LoadFX( "water/waterfall_base_afchase" );
level._effect[ "heli_blinds_player" ] = LoadFX( "weather/sand_storm_player_blind" );
level._effect[ "shepherd_anaconda" ] = LoadFX( "muzzleflashes/desert_eagle_flash_wv");
// this overrides the blizzard snow fx.
//Zodiac Bounce Small Left
level._effect[ "pavelow_minigunner_splash_add" ] = LoadFX( "water/zodiac_splash_bounce_small" );
level._effect[ "bloodpool_ending" ] = Loadfx( "impacts/deathfx_bloodpool_ending" );
if ( GetDvarInt( "r_reflectionProbeGenerate" ) )
return;
//fake blizzard in createfx
//thread createfx_stuff();
treadfx_override();
maps\createfx\af_chase_fx::main();
}
createfx_stuff()
{
if ( GetDvar( "createfx" ) != "" )
{
waittillframeend; // let _load run
level.sandstorm_time = spawnstruct();
level.sandstorm_time.min = 0.3;
level.sandstorm_time.max = 0.5;
thread sand_storm_rolls_in();
//thread maps\af_chase_fx::sand_storm_effect();
thread maps\af_chase_fx::sandstorm_fog_management();
}
}
sand_storm_rolls_in()
{
fog_set_changes( "afch_fog_dunes", 4 );// fog transitions over 20 seconds
// double the sandstorm
//thread sand_storm_effect();
thread sand_storm_effect();
flag_set( "blinder_effect" );
block_out_the_sky();
sunlight_change();
flag_clear( "blinder_effect" );
}
sunlight_change()
{
sunvect = ( 1.441176, 1.2411765, 0.9705885 );
sunvect *= .53;
level.sand_storm_sun = sunvect;
SetSunLight( sunvect[ 0 ], sunvect[ 1 ], sunvect[ 2 ] );
}
sunlight_restore( fTime )
{
sunvect = ( 1.441176, 1.2411765, 0.9705885 );
thread sun_light_fade( level.sand_storm_sun, sunvect, fTime );
// SetSunLight( sunvect[ 0 ], sunvect[ 1 ], sunvect[ 2 ] );
}
block_out_the_sky()
{
fogent = Spawn( "script_model", level.player GetEye() );
fogent SetModel( "fog_blackout" );
fogent LinkTo( level.player );
level.fogent = fogent;
flag_set( "sandstorm_fully_masked" ); // lets script know effects are good to go.
}
sand_storm_effect()
{
level endon ( "stop_sandstorm_effect" );
player = GetEntArray( "player", "classname" )[ 0 ];
for ( ;; )
{
timer = randomfloatrange( level.sandstorm_time.min, level.sandstorm_time.max );
timer *= 0.5;
if ( timer < 0.5 )
timer = 0.5;
wait( timer );
PlayFX( level._effect[ "sand_storm_player" ], player.origin + ( 0, 0, 100 ) );
}
}
sandstorm_fx_increase()
{
level.sandstorm_time.min = 0.3;
level.sandstorm_time.max = 0.5;
}
stop_sandstorm_effect()
{
// get the fx near price so we can turn them off later
near_fx = [];
foreach ( ent in level.createFXent )
{
if ( distance( ent.v[ "origin" ], level.price.origin ) < 400 )
{
ent.origin = ent.v[ "origin" ]; // so we can use normal sorts on distance
near_fx[ near_fx.size ] = ent;
}
}
// order them based on price's origin
near_fx = SortByDistance( near_fx, level.price.origin );
for ( ;; )
{
if ( level.sandstorm_time.min >= 1.5 && near_fx.size )
{
foreach( fx in near_fx )
fx pauseeffect();
near_fx = [];
}
if ( level.sandstorm_time.min >= 2.0 )
break;
level.sandstorm_time.min += 0.1;
level.sandstorm_time.max += 0.15;
wait( 0.5 );
}
level notify ( "stop_sandstorm_effect" );
}
sandstorm_fog_management()
{
level endon ( "stop_sandstorm_fog" );
struct = getstruct( "heli_fog_struct", "targetname" );
targ_pos = getstruct( struct.target, "targetname" );
targ = spawn( "script_origin", (0,0,0) );
targ.origin = targ_pos.origin;
offset_dist = Distance( targ.origin, struct.origin );
ent = maps\_utility::create_fog( "afch_fog_dunes_dynamic" );
ent.startDist = 0;
ent.halfwayDist = 8340;
ent.red = 0.661137;
ent.Green = 0.554261;
ent.Blue = 0.454014;
ent.maxOpacity = 1;
ent.transitionTime = 0;
min_fog_dist = 500;
max_fog_dist = 200;
fog_range = abs( min_fog_dist - max_fog_dist );
level.sandstorm_min_dist = 500;
shepherd_stumble = false;
for ( ;; )
{
player_dist = Distance( level.player.origin, targ.origin );
player_dist -= offset_dist;
player_dist *= 0.25;
if ( flag( "fog_out_stumble_shepherd" ) && isalive( level.shepherd_stumble ) )
{
if ( !shepherd_stumble )
{
shepherd_stumble = true;
}
// crudely move the ent to shepherd's origin
dif = 0.80;
targ.origin = targ.origin * dif + level.shepherd_stumble.origin * ( 1 - dif );
new_dist = distance( level.player.origin, targ.origin );
new_dist *= 0.75;
dif = 0.9;
level.sandstorm_min_dist = level.sandstorm_min_dist * dif + new_dist * ( 1 - dif );
// bring in more fog as you get close to him
level.sandstorm_min_dist = clamp( level.sandstorm_min_dist, 50, 500 );
// 1 - ( ( min_black - max_black ) / black_range ) = 1 - ( ( chase_dist - max_black ) / black_range );
//alpha = 1 - ( ( chase_dist - max_black ) / black_range );
//alpha = clamp( alpha, 0, 1 );
}
else
{
if ( level.sandstorm_min_dist < 500 )
{
level.sandstorm_min_dist += 25;
level.sandstorm_min_dist = clamp( level.sandstorm_min_dist, 0, 500 );
}
}
if ( player_dist < level.sandstorm_min_dist )
player_dist = level.sandstorm_min_dist;
ent.startDist = player_dist * 0.75;
ent.halfwayDist = player_dist;
level.fog_transition_ent.fogset = "";
thread fog_set_changes( "afch_fog_dunes_dynamic", 0.2 );
wait( 0.2 );
angles = VectorToAngles( struct.origin - level.player.origin );
forward = AnglesToForward( angles );
// Line( level.player.origin, level.player.origin + forward * player_dist, (1,0,0), 1, 0, 4 );
}
}
blood_pulse()
{
fx = getfx( "player_knife_wound" );
knife = maps\af_chase_knife_fight_code::get_knife();
PlayFXOnTag( fx, knife, "TAG_FX" );
}
play_underwater_fx()
{
//play bubble fx as the player hits the water.
PlayFX( getfx( "splash_underwater_afchase" ), ( 25590.3, 26824, -10008.9 ) );
}
treadfx_override()
{
maps\_treadfx::setvehiclefx( "pavelow", "brick", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "bark", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "carpet", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "cloth", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "concrete", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "dirt", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "flesh", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "foliage", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "glass", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "grass", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "gravel", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "ice", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "metal", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "mud", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "paper", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "plaster", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "rock", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "sand", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "snow", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "water", "treadfx/heli_water" );
maps\_treadfx::setvehiclefx( "pavelow", "wood", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "asphalt", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "ceramic", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "plastic", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "rubber", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "cushion", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "fruit", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "painted metal", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "default", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "pavelow", "none", "treadfx/heli_sand_large" );
maps\_treadfx::setvehiclefx( "littlebird", "brick", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "bark", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "carpet", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "cloth", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "concrete", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "dirt", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "flesh", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "foliage", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "glass", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "grass", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "gravel", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "ice", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "metal", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "mud", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "paper", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "plaster", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "rock", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "sand", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "snow", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "water", "treadfx/heli_water" );
maps\_treadfx::setvehiclefx( "littlebird", "wood", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "asphalt", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "ceramic", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "plastic", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "rubber", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "cushion", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "fruit", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "painted metal", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "default", "treadfx/heli_sand_default" );
maps\_treadfx::setvehiclefx( "littlebird", "none", "treadfx/heli_sand_default" );
}