iw4x-rawfiles/iw4x/iw4x_00/maps/invasion_fx.gsc

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#include common_scripts\utility;
main()
{
level._effect[ "uav_explosion" ] = LoadFX( "explosions/vehicle_explosion_hummer_nodoors" );
//walking through water
level._effect[ "water_stop" ] = LoadFX( "misc/parabolic_water_stand" );
level._effect[ "water_movement" ] = LoadFX( "misc/parabolic_water_movement" );
level._effect[ "firelp_vhc_lrg_pm_farview" ] = LoadFX( "fire/firelp_vhc_lrg_pm_farview" );
level._effect[ "antiair_runner" ] = LoadFX( "misc/antiair_runner_cloudy" );
level._effect[ "thin_black_smoke_L" ] = LoadFX( "smoke/thin_black_smoke_L" );
level._effect[ "wood_explosion_1" ] = LoadFX( "explosions/wood_explosion_1" );
level._effect[ "smokescreen" ] = LoadFX( "smoke/smoke_grenade_low_invasion" );
level._effect[ "ceiling_dust" ] = LoadFX( "dust/ceiling_dust_default" );
//deleted by z for optimization
//level._effect[ "horizon_explosion" ] = LoadFX( "explosions/default_explosion" );
//level._effect[ "horizon_explosion_distant" ] = LoadFX( "explosions/default_explosion" );
//level._effect[ "horizon_explosion_more_distant" ] = LoadFX( "explosions/default_explosion" );
//intro
level._effect[ "humvee_explosion" ] = LoadFX( "explosions/small_vehicle_explosion" );
level._effect[ "pillar_explosion_brick" ] = LoadFX( "explosions/pillar_explosion_brick_invasion" );
// nates_restaurant prefab exploder id's 138-151
// just replace below with LoadFX( "misc/no_effect" ) to empty out the effect and do it yourself in createfx
// we'll cleanup the entities when you're done making it pretty.
level._effect[ "nates_roof_balcony_blaster" ] = LoadFX( "explosions/default_explosion" );
level._effect[ "nates_roof_balcony_blaster_bricks" ] = LoadFX( "explosions/brick_chunk" );
level._effect[ "nates_roof_balcony_blaster_sparks_b" ] = LoadFX( "explosions/sparks_b" );
level._effect[ "nates_sign_explosion" ] = LoadFX( "explosions/window_explosion" );
level._effect[ "nates_sign_explosion_sparks_runner" ] = LoadFX( "explosions/sparks_runner" );
level._effect[ "nates_sign_explosion_flaming_awning" ] = LoadFX( "fire/firelp_small_pm" );
level._effect[ "nates_roof_balcony_blaster" ] = LoadFX( "explosions/default_explosion" );
level._effect[ "nates_roof_awning_flareup" ] = LoadFX( "explosions/fuel_med_explosion" );
level._effect[ "nates_roof_pipe_fire" ] = LoadFX( "impacts/pipe_fire" );
//this plays on super explosion
level._effect[ "nates_super_explosion_smoke" ] = LoadFX( "smoke/thin_black_smoke_L" );
level._effect[ "nates_super_explosion" ] = LoadFX( "explosions/nates_super_explosion" );
level._effect[ "nates_sign_explode" ] = LoadFX( "explosions/nates_sign_explode" );
level._effect[ "falling_debris_player" ] = LoadFX( "misc/falling_debris_player" );
// fire fx
level._effect[ "fire_tree" ] = LoadFX( "fire/fire_tree" );
level._effect[ "fire_tree_slow" ] = LoadFX( "fire/fire_tree_slow" );
level._effect[ "fire_falling_runner" ] = LoadFX( "fire/fire_falling_runner" );
level._effect[ "fire_falling_localized_runner" ] = LoadFX( "fire/fire_falling_localized_runner" );
level._effect[ "fire_tree_embers" ] = LoadFX( "fire/fire_tree_embers" );
level._effect[ "fire_tree_distortion" ] = LoadFX( "fire/fire_tree_distortion" );
level._effect[ "firelp_med_pm" ] = LoadFX( "fire/firelp_med_pm" );
level._effect[ "firelp_small_pm" ] = LoadFX( "fire/firelp_small_pm" );
level._effect[ "firelp_small_pm_a" ] = LoadFX( "fire/firelp_small_pm_a" );
level._effect[ "firelp_small_streak_pm1_h" ] = loadfx( "fire/firelp_small_streak_pm1_h" );
//ambient
level._effect[ "bird_seagull_flock_large" ] = LoadFX( "misc/bird_seagull_flock_large" );
level._effect[ "insect_trail_runner_icbm" ] = LoadFX( "misc/insect_trail_runner_icbm" );
level._effect[ "leaves_fall_gentlewind" ] = LoadFX( "misc/leaves_fall_gentlewind" );
level._effect[ "leaves_ground_gentlewind" ] = LoadFX( "misc/leaves_ground_gentlewind" );
level._effect[ "moth_runner" ] = LoadFX( "misc/moth_runner" );
level._effect[ "ground_smoke_1200x1200" ] = LoadFX( "smoke/ground_smoke1200x1200" );
// level._effect[ "battlefield_smokebank_S" ] = LoadFX( "smoke/battlefield_smokebank_S" );
level._effect[ "fog_ground_200" ] = LoadFX( "smoke/fog_ground_200" );
level._effect[ "grn_smk_ling" ] = LoadFX( "smoke/grn_smk_ling" );
level._effect[ "hallway_smoke_light" ] = LoadFX( "smoke/hallway_smoke_light" );
level._effect[ "insects_light_invasion" ] = LoadFX( "misc/insects_light_invasion" );
level._effect[ "heli_crash_fire" ] = LoadFX( "fire/heli_crash_fire" );
level._effect[ "smoke_plume01" ] = LoadFX( "smoke/smoke_plume01" );
level._effect[ "skybox_smoke" ] = LoadFX( "smoke/skybox_smoke" );
}