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