IW4-Dump-Files/maps/mp/mp_nightshift.gsc

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#include maps\mp\_utility;
main()
{
maps\mp\mp_nightshift_precache::main();
maps\mp\mp_nightshift_fx::main();
maps\createart\mp_nightshift_art::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_nightshift" );
setdvar( "compassmaxrange", "2400" );
ambientPlay( "ambient_mp_urban" );
VisionSetNaked( "mp_nightshift" );
game[ "attackers" ] = "axis";
game[ "defenders" ] = "allies";
setdvar( "r_lightGridEnableTweaks", 1 );
setdvar( "r_lightGridIntensity", 1.2 );
setdvar( "r_lightGridContrast", 1 );
// raise up planes to avoid them flying through buildings
level.airstrikeHeightScale = 1.5;
level._effect["explosive_fx"] = loadfx("explosions/tanker_explosion");
level._effect[ "train_dust" ] = loadfx( "dust/train_dust" );
level._effect[ "train_dust_linger" ] = loadfx( "dust/train_dust_linger" );
thread hallwayPlunger();
}
hallwayPlunger()
{
plunger = getEnt( "plunger", "targetname" );
if ( !isDefined( plunger ) )
return;
plunger waittill ( "trigger" );
explosives = getEntArray( plunger.target, "targetname" );
foreach ( explosive in explosives )
{
wait ( 0.25 );
rot = randomfloat(360);
explosionEffect = spawnFx( level._effect["explosive_fx"], explosive.origin + (0,0,0), (0,0,1), (cos(rot),sin(rot),0) );
triggerFx( explosionEffect );
//playFx( level._effect["explosive_fx"], explosive.origin, explosive.angles );
radiusDamage( explosive.origin, 384, 200, 30 );
//explosive playSound( "detpack_explo_default" );
thread playSoundinSpace( "exp_suitcase_bomb_main", explosive.origin );
explosive delete();
}
plunger delete();
return;
}