Scripts for DLC9
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main()
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{
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maps\mp\mp_backlot_fx::main();
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maps\createart\mp_backlot_art::main();
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maps\mp\_load::main();
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maps\mp\_compass::setupMiniMap("compass_map_mp_backlot");
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//setExpFog(500, 2200, 0.81, 0.75, 0.63, 0);
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//VisionSetNaked( "mp_backlot" );
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ambientPlay("ambient_backlot_ext");
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game["attackers"] = "axis";
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game["defenders"] = "allies";
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setdvar( "r_specularcolorscale", "1" );
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setdvar("r_glowbloomintensity0",".25");
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setdvar("r_glowbloomintensity1",".25");
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setdvar("r_glowskybleedintensity0",".3");
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setdvar("compassmaxrange","1800");
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}
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#include common_scripts\utility;
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#include common_scripts\_createfx;
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#include common_scripts\_fx;
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main()
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{
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level._effect["firelp_med_pm"] = loadfx ("fire/firelp_med_pm_nodistort");
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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["dust_wind_fast"] = loadfx ("dust/dust_wind_fast");
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level._effect["dust_wind_slow"] = loadfx ("dust/dust_wind_slow_yel_loop");
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level._effect["dust_wind_spiral"] = loadfx ("dust/dust_spiral_runner");
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level._effect["hawk"] = loadfx ("weather/hawk");
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level._effect["bird_seagull_flock_large"] = loadfx ("misc/bird_seagull_flock_large");
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/#
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if ( getdvar( "clientSideEffects" ) != "1" )
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maps\createfx\mp_backlot_fx::main();
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#/
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}
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main()
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{
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maps\mp\mp_carentan_fx::main();
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maps\createart\mp_carentan_art::main();
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// This places fx on the lamp prefabs, it's commented out since the fx have been hard coded for shipping.
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// The script is left as an example.
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//level thread maps\mp\mp_carentan_fx::placeGlows();
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maps\mp\_load::main();
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maps\mp\_compass::setupMiniMap("compass_map_mp_carentan");
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// raise up planes to avoid them flying through buildings
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level.airstrikeHeightScale = 1.4;
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setExpFog(500, 3500, .5, 0.5, 0.45, 0);
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ambientPlay("ambient_carentan_ext0");
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game["attackers"] = "axis";
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game["defenders"] = "allies";
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}
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#include common_scripts\utility;
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#include common_scripts\_createfx;
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#include common_scripts\_fx;
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main()
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{
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precacheFX();
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/#
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if ( getdvar( "clientSideEffects" ) != "1" )
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maps\createfx\mp_carentan_fx::main();
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#/
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}
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precacheFX()
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{
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level._effect[ "fog_ground_200" ] = loadfx( "weather/fog_ground_200" );
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level._effect[ "fog_ground_200_red" ] = loadfx( "weather/fog_ground_200_red" );
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level._effect[ "hallway_smoke_dark" ] = loadfx( "smoke/hallway_smoke_dark" );
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level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
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level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
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level._effect[ "drips_slow" ] = loadfx( "misc/drips_slow" );
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level._effect[ "steam_vent_small" ] = loadfx( "smoke/steam_vent_small" );
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level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
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level._effect[ "chinese_lantern_FX" ] = loadfx( "misc/chinese_latern_glow_orange" );
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level._effect[ "ct_street_lamp_glow_FX" ] = loadfx( "misc/ct_street_lamp_glow" );
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}
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placeGlows()
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{
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randomStartDelay = randomfloatrange( -20, -15);
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//map_source\prefabs\mp_carentan\lantern01.map
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thread lightGlows( "chinese_lantern_FX_origin", "chinese_lantern_FX", "misc/chinese_latern_glow_orange", randomStartDelay );
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//map_source\prefabs\misc_models\ct_street_lamp_on.map
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thread lightGlows( "ct_street_lamp_glow_FX_origin", "ct_street_lamp_glow_FX", "misc/ct_street_lamp_glow", randomStartDelay );
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}
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lightGlows( targetname, fxName, fxFile, delay, soundalias )
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{
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lev = level;
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if ( !isdefined( level._effect ) )
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lev._effect = [];
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if ( !isdefined( level._effect[ fxName ] ) )
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lev._effect[ fxName ] = loadfx( fxFile );
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waittillframeend;
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// script_structs
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ents = getstructarray(targetname,"targetname");
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if ( !isdefined( ents ) )
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return;
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if ( ents.size <= 0 )
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return;
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for ( i = 0 ; i < ents.size ; i++ )
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ents[i] lightGlows_create( fxName, fxFile, delay, soundalias );
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}
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lightGlows_create( fxName, fxFile, delay, soundalias )
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{
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// default effect angles if they dont exist
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if ( !isdefined( self.angles ) )
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self.angles = ( 0, 0, 0 );
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ent = createOneshotEffect( fxName );
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ent.v[ "origin" ] = ( self.origin );
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ent.v[ "angles" ] = ( self.angles );
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ent.v[ "fxid" ] = fxName;
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ent.v[ "delay" ] = delay;
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if ( isdefined( soundalias ) )
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{
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ent.v[ "soundalias" ] = soundalias;
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}
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}
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main()
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{
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maps\mp\mp_countdown_fx::main();
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maps\createart\mp_countdown_art::main();
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maps\mp\_load::main();
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maps\mp\_compass::setupMiniMap("compass_map_mp_countdown");
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ambientPlay("ambient_crossfire");
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game["attackers"] = "allies";
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game["defenders"] = "axis";
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setdvar( "r_specularcolorscale", "1.5" );
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setdvar("compassmaxrange","2000");
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}
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#include common_scripts\utility;
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#include common_scripts\_createfx;
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#include common_scripts\_fx;
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main()
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{
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level._effect[ "wood" ] = loadfx( "explosions/grenadeExp_wood" );
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level._effect[ "dust" ] = loadfx( "explosions/grenadeExp_dirt_1" );
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level._effect[ "brick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
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level._effect[ "coolaidmanbrick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
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level._effect[ "launchtube_steam" ] = loadfx( "smoke/launchTube_steam" );
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level._effect[ "smoke_missile_launched" ] = loadfx("smoke/smoke_launchtubes");
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level._effect[ "ground_smoke_launch_a" ] = loadfx("smoke/ground_smoke_launch_a");
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//ambientFX();
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/#
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if ( getdvar( "clientSideEffects" ) != "1" )
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maps\createfx\mp_countdown_fx::main();
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#/
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}
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ambientFX()
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{
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// temp tube smoke
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ent = createOneshotEffect("smoke_missile_launched");
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ent.v["origin"] = (632, 936, -200);
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ent.v["angles"] = (270,0,0);
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ent.v["delay"] = -120;
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ent = createOneshotEffect("smoke_missile_launched");
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ent.v["origin"] = (632, -24, -200);
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ent.v["angles"] = (270,0,0);
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ent.v["delay"] = -120;
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ent = createOneshotEffect("smoke_missile_launched");
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ent.v["origin"] = (-600, -24, -200);
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ent.v["angles"] = (270,0,0);
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ent.v["delay"] = -120;
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ent = createOneshotEffect("launchtube_steam");
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ent.v["origin"] = (-656, 1052, 0);
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ent.v["angles"] = (0,0,0);
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ent.v["delay"] = -120;
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}
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main()
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{
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maps\mp\mp_crash_snow_fx::main();
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maps\createart\mp_crash_snow_art::main();
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maps\mp\_load::main();
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maps\mp\_compass::setupMiniMap("compass_map_mp_crash_snow");
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ambientPlay("ambient_bloc_ext");
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game["attackers"] = "allies";
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game["defenders"] = "axis";
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setdvar( "r_specularcolorscale", "1" );
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setdvar("compassmaxrange","1600");
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level.airstrikefx = loadfx ("explosions/clusterbomb_christmas");
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/*
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var = 100;
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while(1)
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{
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var = var +10;
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setdvar("compassMaxRange", var);
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if (var >5000)
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var = 100;
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wait .05;
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}
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*/
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}
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#include common_scripts\utility;
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#include common_scripts\_createfx;
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#include common_scripts\_fx;
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main()
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{
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level._effect["firelp_med_pm"] = loadfx ("fire/firelp_med_pm_nodistort");
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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["dust_wind_fast"] = loadfx ("weather/snow_wind");
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level._effect["dust_wind_slow"] = loadfx ("weather/snow_wind");
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level._effect["dust_wind_spiral"] = loadfx ("weather/snow_wind_spiral_runner");
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level._effect["battlefield_smokebank_S"] = loadfx ("smoke/battlefield_smokebank_S");
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level._effect["hallway_smoke_light"] = loadfx ("smoke/hallway_smoke_light");
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level._effect["snow_light"] = loadfx ("weather/snow_light_mp_crash");
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/#
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if ( getdvar( "clientSideEffects" ) != "1" )
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maps\createfx\mp_crash_snow_fx::main();
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#/
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thread swapAirstrikeFX();
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}
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swapAirstrikeFX()
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{
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level.newairstrike = loadfx ("explosions/clusterbomb_christmas");
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wait .05;
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level.airstrikefx = level.newairstrike;
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}
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File diff suppressed because it is too large.
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main()
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{
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maps\mp\mp_farm_fx::main();
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maps\createart\mp_farm_art::main();
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maps\mp\_load::main();
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maps\mp\_compass::setupMiniMap("compass_map_mp_farm");
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//setExpFog(300, 1400, 0.5, 0.5, 0.5, 0);
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ambientPlay("ambient_farm");
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//VisionSetNaked( "mp_farm" );
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game["attackers"] = "allies";
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game["defenders"] = "axis";
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setdvar( "r_specularcolorscale", "5" );
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setdvar("compassmaxrange","2000");
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}
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@@ -0,0 +1,24 @@
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#include common_scripts\utility;
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#include common_scripts\_createfx;
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#include common_scripts\_fx;
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main()
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{
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level._effect[ "wood" ] = loadfx( "explosions/grenadeExp_wood" );
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level._effect[ "dust" ] = loadfx( "explosions/grenadeExp_dirt_1" );
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level._effect[ "brick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
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level._effect[ "coolaidmanbrick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
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level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_farm" );
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level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
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level._effect[ "cgoshp_drips_a" ] = loadfx( "misc/cgoshp_drips_a" );
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//ambient runners
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level._effect[ "rain_splash_mp_farm" ] = loadfx( "ambient_runners/mp_farm_rain_splash01" );
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level._effect[ "water_noise_ud" ] = loadfx( "ambient_runners/mp_farm_water_noise_ud01" );
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level._effect[ "water_noise" ] = loadfx( "ambient_runners/mp_farm_water_noise01" );
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/#
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if ( getdvar( "clientSideEffects" ) != "1" )
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maps\createfx\mp_farm_fx::main();
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#/
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}
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File diff suppressed because it is too large.
Load diff
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main()
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{
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maps\mp\mp_pipeline_fx::main();
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maps\createart\mp_pipeline_art::main();
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maps\mp\_load::main();
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maps\mp\_compass::setupMiniMap("compass_map_mp_pipeline");
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//setExpFog(700, 1500, 0.5, 0.5, 0.5, 0);
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ambientPlay("ambient_pipeline");
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//VisionSetNaked( "mp_pipeline" );
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game["attackers"] = "allies";
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game["defenders"] = "axis";
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setdvar( "r_specularcolorscale", "1" );
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setdvar("r_glowbloomintensity0",".1");
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setdvar("r_glowbloomintensity1",".1");
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setdvar("r_glowskybleedintensity0",".1");
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setdvar("compassmaxrange","2200");
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}
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@@ -0,0 +1,25 @@
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#include common_scripts\utility;
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#include common_scripts\_createfx;
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#include common_scripts\_fx;
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main()
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{
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level._effect[ "wood" ] = loadfx( "explosions/grenadeExp_wood" );
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level._effect[ "dust" ] = loadfx( "explosions/grenadeExp_dirt_1" );
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level._effect[ "brick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
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level._effect[ "coolaidmanbrick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
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//ambient fx
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level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" );
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level._effect[ "light_shaft_dust_large" ] = loadfx( "dust/light_shaft_dust_large" );
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level._effect[ "room_dust_200" ] = loadfx( "dust/room_dust_200_blend" );
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level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" );
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level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
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level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" );
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level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );
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/#
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if ( getdvar( "clientSideEffects" ) != "1" )
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maps\createfx\mp_pipeline_fx::main();
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#/
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}
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Reference in new issue
Block a user