ents and fx gscs for sp maps (still experimental)

pull/3/head
Dss0 2022-07-27 18:53:23 +02:00
parent 13ae4a6165
commit ac778f59b6
38 changed files with 48033 additions and 0 deletions

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{
"skycolor" "0.87 0.94 1"
"skylight" ".56"
"_color" "1 1 1"
"ambient" ".02"
"classname" "worldspawn"
"sundirection" "-65 -60 0"
"suncolor" "0.960784 0.827451 0.647059"
"sunlight" "1.25"
"origin" "0 0 0"
}
{
"_color" "0.000000 1.000000 0.250980"
"targetname" "minimap_corner"
"origin" "7147 18455.5 240"
"classname" "script_origin"
}
{
"_color" "0.000000 1.000000 0.250980"
"targetname" "minimap_corner"
"origin" "5291 1652.5 240"
"classname" "script_origin"
}
{
"angles" "0 270.779 0"
"origin" "9881 7529 -3585"
"model" "vehicle_hummer"
"classname" "script_model"
}
{
"angles" "0 270.779 0"
"origin" "9881 7529 -3585"
"model" "vehicle_m1a1_abrams"
"classname" "script_model"
}
{
"angles" "0 270.779 0"
"origin" "9881 7529 -3585"
"model" "vehicle_uaz_open_destructible"
"classname" "script_model"
}
{
"angles" "0 -177.883 0"
"origin" "8113.84 4519.3 -3377.88"
"classname" "mp_global_intermission"
}
{
"angles" "0 -115.525 0"
"origin" "5242.54 4182.61 -3453.91"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -59.3134 0"
"origin" "4964.25 4110.74 -3453.91"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -161.838 0"
"origin" "5570.83 4026.05 -3479.52"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -48.9753 0"
"origin" "7310.55 4756.29 -3335.88"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -123.007 0"
"origin" "7677 4597.14 -3391.98"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -158.097 0"
"origin" "8032.06 4461.23 -3395.94"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -104.044 0"
"origin" "7157.23 3169.54 -3356.97"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 128.025 0"
"origin" "6654.23 2591.52 -3348.63"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 107.563 0"
"origin" "9170.37 5032.92 -3220.19"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -176.977 0"
"origin" "10262.5 7028.15 -3572.64"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 154.096 0"
"origin" "10182.2 8225.31 -3492.71"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -50.2882 0"
"origin" "9181.33 9051.96 -3520.71"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -72.9035 0"
"origin" "9856.54 9402.66 -2755.23"
"targetname" "heli_start"
"classname" "script_origin"
}
{
"angles" "0 -72.9035 0"
"origin" "9899.52 8302.75 -2705.25"
"targetname" "heli_spot_1"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_2"
}
{
"angles" "0 -72.9035 0"
"origin" "10448.4 6798.33 -2319.5"
"targetname" "heli_spot_2"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_3"
}
{
"angles" "0 -72.9035 0"
"origin" "10317 6210.98 -2540.04"
"targetname" "heli_spot_3"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_4"
}
{
"angles" "0 -133.438 0"
"origin" "1310.9 11282.2 -3213.43"
"targetname" "heli_spot_1"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
}
{
"angles" "0 -133.438 0"
"origin" "585.248 10583.3 -3166.59"
"targetname" "heli_leave"
"classname" "script_origin"
}
{
"angles" "0 -133.438 0"
"origin" "458.614 9159.24 -2995.51"
"targetname" "heli_loop_start"
"classname" "script_origin"
"target" "heli_spot_1"
}
{
"angles" "0 -133.438 0"
"origin" "627.189 8377.95 -2566.8"
"targetname" "heli_crash_start"
"classname" "script_origin"
"target" "heli_crash_end"
}
{
"angles" "0 -133.438 0"
"origin" "658.781 7623.24 -2385.16"
"targetname" "heli_crash_end"
"classname" "script_origin"
}

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#include common_scripts\utility;
main()
{
level._effect[ "littlebird_fire_trail" ] = loadfx( "fire/fire_smoke_trail_L" );
level._effect[ "bhd_dirt" ] = LoadFX( "impacts/bhd_dirt" );
//shadow company dazed xombies on fire/smoking (wip)
level._effect[ "body_smoke_01" ] = loadfx( "smoke/grenade_smoke" );
level._effect[ "body_smoke_02" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "body_smoke_03" ] = loadfx( "smoke/cargo_steam" );
level._effect[ "body_fire_01" ] = loadfx( "fire/burninng_soldier_torso" );
//destruction of airstrip area....called via exploder 100
level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" );
level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "firelp_large_pm_nolight" ] = loadfx( "fire/firelp_large_pm_nolight" );
level._effect[ "firelp_med_pm_nolight" ] = loadfx( "fire/firelp_med_pm_nolight" );
level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" );
level._effect[ "thick_black_smoke_L" ] = loadfx( "smoke/thick_black_smoke_L" );
level._effect[ "thin_black_smoke_M" ] = loadfx( "smoke/thin_black_smoke_M" );
level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L" );
level._effect[ "tower_explosion" ] = loadfx( "explosions/tower_explosion_af_caves" );
level._effect[ "helicopter_explosion" ] = loadfx( "explosions/helicopter_explosion_little_bird_af_caves" );
//cave self-destruct
level._effect[ "player_death_explosion" ] = loadfx( "explosions/player_death_explosion" );
level._effect[ "player_cave_escape" ] = loadfx( "explosions/player_cave_escape" );
level._effect[ "control_room_explosion" ] = loadfx( "explosions/control_room_explosion" );
level._effect[ "fireball" ] = loadfx( "fire/fireball_af_caves" );
// steamroom red light next to door
level._effect[ "dlight_red" ] = LoadFX( "misc/dlight_red" );
level._effect[ "redlight_glow" ] = LoadFX( "misc/tower_light_red_steady_sort" );
level._effect[ "light_glow_white_bulb" ] = LoadFX( "misc/light_glow_white_bulb" );
level._effect[ "knife_stab" ] = LoadFX( "impacts/flesh_hit_knife" );
//smoke firefight
level._effect[ "smokescreen" ] = loadfx( "smoke/smoke_screen" );
//Zodiacs
level._effect[ "zodiac_wake_geotrail_oilrig" ] = loadfx( "treadfx/zodiac_wake_geotrail_oilrig" );
//control room breach
level._effect[ "light_c4_blink_nodlight" ] = loadfx( "misc/light_c4_blink_nodlight" );
level._effect[ "c4_light_blink_dlight" ] = loadfx( "misc/light_c4_blink" );
//ambient fx
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_runner_400x400" );
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" );
level._effect[ "steam_vent_large_wind" ] = loadfx( "smoke/steam_vent_large_wind" );
level._effect[ "thermal_draft_afcaves" ] = loadfx( "smoke/thermal_draft_afcaves" );
level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash" );
level._effect[ "waterfall_splash_large_drops" ] = loadfx( "water/waterfall_splash_large_drops" );
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_afcaves" ] = loadfx( "dust/light_shaft_motes_afcaves" );
//Scripted fx
level._effect[ "flashlight" ] = loadfx( "misc/flashlight" );
level._effect[ "pistol_muzzleflash" ] = loadfx( "muzzleflashes/pistolflash" );
level._effect[ "player_death_explosion" ] = loadfx( "explosions/player_death_explosion" );
level._effect[ "cave_explosion" ] = loadfx( "explosions/cave_explosion" );
level._effect[ "cave_explosion_exit" ] = loadfx( "explosions/cave_explosion_exit" );
level._effect[ "mortar" ][ "bunker_ceiling" ] = loadfx( "dust/ceiling_dust_default" );
level._effect[ "ceiling_collapse_dirt1" ] = loadfx( "dust/ceiling_collapse_dirt1" );
level._effect[ "ceiling_rock_break" ] = loadfx( "misc/ceiling_rock_break" );
level._effect[ "hallway_collapsing_big" ] = loadfx( "misc/hallway_collapsing_big" );
level._effect[ "hallway_collapsing_huge" ] = loadfx( "misc/hallway_collapsing_huge" );
level._effect[ "hallway_collapse_ceiling_smoke" ] = loadfx( "smoke/hallway_collapse_ceiling_smoke" );
level._effect[ "hallway_collapsing_chase" ] = loadfx( "misc/hallway_collapsing_chase" );
level._effect[ "hallway_collapsing_cavein" ] = loadfx( "misc/hallway_collapsing_cavein" );
level._effect[ "hallway_collapsing_cavein_short" ] = loadfx( "misc/hallway_collapsing_cavein_short" );
level._effect[ "hallway_collapsing_burst" ] = loadfx( "misc/hallway_collapsing_burst" );
level._effect[ "hallway_collapsing_burst_no_linger" ] = loadfx( "misc/hallway_collapsing_burst_no_linger" );
level._effect[ "hallway_collapsing_major" ] = loadfx( "misc/hallway_collapsing_major" );
level._effect[ "hallway_collapsing_major_norocks" ] = loadfx( "misc/hallway_collapsing_major_norocks" );
level._effect[ "building_explosion_metal" ] = loadfx( "explosions/building_explosion_metal_gulag" );
level._effect[ "tanker_explosion" ] = loadfx( "explosions/tanker_explosion" );
level._effect[ "airstrip_explosion" ] = loadfx( "explosions/airstrip_explosion" );
level._effect[ "bunker_ceiling" ] = loadfx( "dust/ceiling_dust_default" );
level._effect[ "heli_impacts" ] = loadfx( "impacts/large_dirt_1" );
level._effect[ "welding_small_extended" ] = loadfx( "misc/welding_small_extended" );
level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect[ "gulag_cafe_spotlight" ] = loadfx( "misc/gulag_cafe_spotlight" );
level._effect[ "heli_aerial_explosion" ] = loadfx( "explosions/aerial_explosion" );
level._effect[ "heli_aerial_explosion_large" ] = loadfx( "explosions/aerial_explosion_large" );
// steam room
level._effect[ "steam_room_100" ] = LoadFX( "smoke/steam_room_100" );
level._effect[ "steam_room_100_nocull" ] = LoadFX( "smoke/steam_room_100_nocull" );
level._effect[ "steam_room_100_nocull_red" ] = LoadFX( "smoke/steam_room_100_nocull_red" );
level._effect[ "steam_room_ceiling" ] = LoadFX( "smoke/steam_room_ceiling" );
level._effect[ "steam_room_floor" ] = LoadFX( "smoke/steam_room_floor" );
level._effect[ "steam_room_fill" ] = LoadFX( "smoke/steam_room_fill" );
level._effect[ "steam_room_add_large" ] = LoadFX( "smoke/steam_room_add_large" );
level._effect[ "steam_room_add_small" ] = LoadFX( "smoke/steam_room_add_small" );
level._effect[ "pipe_steam_looping" ] = LoadFX( "impacts/pipe_steam_looping" );
// steam room
level._effect[ "steam_room_100_dark" ] = LoadFX( "smoke/steam_room_100_dark" );
level._effect[ "steam_room_100_nocull_dark" ] = LoadFX( "smoke/steam_room_100_nocull_dark" );
level._effect[ "steam_room_ceiling_dark" ] = LoadFX( "smoke/steam_room_ceiling_dark" );
level._effect[ "steam_room_floor_dark" ] = LoadFX( "smoke/steam_room_floor_dark" );
level._effect[ "steam_room_fill_dark" ] = LoadFX( "smoke/steam_room_fill_dark" );
level._effect[ "steam_room_add_large_dark" ] = LoadFX( "smoke/steam_room_add_large_dark" );
level._effect[ "steam_room_add_small_dark" ] = LoadFX( "smoke/steam_room_add_small_dark" );
level._effect[ "pipe_steam_dark_looping" ] = LoadFX( "impacts/pipe_steam_dark_looping" );
level._effect[ "steam_vent_large_wind_dark" ] = LoadFX( "smoke/steam_vent_large_wind_dark" );
level._effect[ "drips_slow" ] = LoadFX( "misc/drips_slow" );
level._effect[ "drips_slow_infrequent" ] = LoadFX( "misc/drips_slow_infrequent" );
level._effect[ "pipe_steam_dark" ] = LoadFX( "impacts/pipe_steam_dark" );
maps\createfx\af_caves_fx::main();
}

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{
"sunradiosity" "2"
"maxbounces" "3"
"skycolor" "0.615686 0.74902 1"
"skylight" "0.2"
"_color" "0.960784 0.827451 0.647059"
"ambient" ".01"
"classname" "worldspawn"
"sundirection" "-43 -22 0"
"suncolor" "1 1 1"
"sunlight" "1.2"
"origin" "0 0 0"
}
{
"origin" "34560 37632 128"
"targetname" "minimap_corner"
"classname" "script_origin"
}
{
"origin" "22528 25600 128"
"targetname" "minimap_corner"
"classname" "script_origin"
}
{
"angles" "0 270.779 0"
"origin" "9881 7529 -3585"
"model" "vehicle_pickup_destroyed_static"
"classname" "script_model"
}
{
"angles" "0 172.628 0"
"origin" "30072.9 35975.1 -9903.85"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -133.473 0"
"origin" "30069.6 36189.8 -9881.06"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -91.3462 0"
"origin" "29796.2 36168 -9923.68"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -1.72523 0"
"origin" "28655.1 34735 -9909.64"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 23.027 0"
"origin" "28801.6 34647.7 -9914.89"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 10.2663 0"
"origin" "27870.5 34855.2 -9527.73"
"classname" "mp_global_intermission"
}
{
"angles" "0 9.99718 0"
"origin" "27500.5 35998.2 -9903.89"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 20.6649 0"
"origin" "27546.6 35561.5 -9899.5"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 5.70702 0"
"origin" "27544.8 35135.5 -9936.63"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 61.9186 0"
"origin" "27760.8 34965.4 -9946.16"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -82.1451 0"
"origin" "28787.6 35823.6 -9899.62"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -169.783 0"
"origin" "28590.3 35962.3 -9926.64"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -114.483 0"
"origin" "24848.6 35378.1 -9174.1"
"targetname" "heli_start"
"classname" "script_origin"
}
{
"angles" "0 -114.483 0"
"origin" "26975.9 34135.9 -8696.58"
"targetname" "heli_spot_1"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_2"
}
{
"angles" "0 -114.483 0"
"origin" "28082.7 35377.3 -8934.7"
"targetname" "heli_spot_2"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
}
{
"angles" "0 -114.483 0"
"origin" "30420.2 36763 -9261.26"
"targetname" "heli_leave"
"classname" "script_origin"
}
{
"angles" "0 -114.483 0"
"origin" "30779.1 35939.8 -9269.57"
"targetname" "heli_loop_start"
"classname" "script_origin"
"target" "heli_spot_1"
}
{
"angles" "0 -114.483 0"
"origin" "30873.2 35089.4 -8996.16"
"targetname" "heli_crash_start"
"classname" "script_origin"
"target" "heli_crash_end"
}
{
"angles" "0 -114.483 0"
"origin" "30722.5 34534.8 -8775.81"
"targetname" "heli_crash_end"
"classname" "script_origin"
}
{
"angles" "0 -114.483 0"
"origin" "30339.6 34314.7 -8600.36"
"targetname" "heli_spot_3"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_4"
}
{
"angles" "0 -114.483 0"
"origin" "29881.7 35821.5 -8560.42"
"targetname" "heli_spot_4"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_5"
}
{
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"classname" "mp_dm_spawn"
}
{
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"classname" "mp_dm_spawn"
}
{
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"classname" "mp_dm_spawn"
}
{
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"classname" "mp_dm_spawn"
}
{
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"classname" "mp_dm_spawn"
}
{
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"classname" "mp_dm_spawn"
}
{
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"classname" "mp_dm_spawn"
}
{
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"classname" "mp_dm_spawn"
}
{
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"classname" "mp_dm_spawn"
}
{
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"classname" "mp_dm_spawn"
}
{
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"classname" "mp_dm_spawn"
}
{
"angles" "0 16.0122 0"
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"classname" "mp_dom_spawn_axis_start"
}
{
"angles" "0 -5.21888 0"
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"classname" "mp_dom_spawn_axis_start"
}
{
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"classname" "mp_dom_spawn_axis_start"
}
{
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"classname" "mp_dom_spawn_axis_start"
}
{
"angles" "0 -88.2645 0"
"origin" "30024.4 36108 -9891.31"
"classname" "mp_dom_spawn_allies_start"
}
{
"angles" "0 -83.5349 0"
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"classname" "mp_dom_spawn_allies_start"
}
{
"angles" "0 -65.2756 0"
"origin" "29553.3 36055.4 -9910.77"
"classname" "mp_dom_spawn_allies_start"
}
{
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"classname" "mp_dom_spawn_allies_start"
}
{
"angles" "0 110.363 0"
"origin" "28692.2 34537.8 -9910.36"
"classname" "mp_dom_spawn"
}
{
"angles" "0 92.4331 0"
"origin" "28546.9 34784.9 -9937.01"
"classname" "mp_dom_spawn"
}
{
"angles" "0 86.0555 0"
"origin" "28331.7 35035.8 -9943.88"
"classname" "mp_dom_spawn"
}
{
"angles" "0 -89.506 0"
"origin" "28273.6 36118.3 -9921.19"
"classname" "mp_dom_spawn"
}
{
"angles" "0 -128.447 0"
"origin" "28826.1 36260.8 -9904.56"
"classname" "mp_dom_spawn"
}
{
"angles" "0 114.406 0"
"origin" "29552.9 34540.3 -9898.1"
"classname" "mp_dom_spawn"
}
{
"classname" "trigger_radius"
"radius" "160"
"height" "128"
"targetname" "flag_primary"
"origin" "27751.8 35429 -9919.82"
"script_gameobjectname" "dom onslaught"
"model" "prop_flag_neutral"
"script_label" "_a"
}
{
"targetname" "flag_descriptor"
"origin" "27751.8 35429 -9919.82"
"script_linkto" "flag2 flag3"
"script_linkname" "flag1"
"classname" "script_origin"
}
{
"classname" "trigger_radius"
"radius" "160"
"height" "128"
"targetname" "flag_primary"
"origin" "29383 34755.4 -9924.44"
"script_gameobjectname" "dom onslaught"
"model" "prop_flag_neutral"
"script_label" "_b"
}
{
"targetname" "flag_descriptor"
"origin" "29383 34755.4 -9924.44"
"script_linkto" "flag1 flag3"
"script_linkname" "flag2"
"classname" "script_origin"
}
{
"classname" "trigger_radius"
"radius" "160"
"height" "128"
"targetname" "flag_primary"
"origin" "29265 35997.5 -9903.67"
"script_gameobjectname" "dom onslaught"
"model" "prop_flag_neutral"
"script_label" "_c"
}
{
"targetname" "flag_descriptor"
"origin" "29265 35997.5 -9903.67"
"script_linkto" "flag2 flag1"
"script_linkname" "flag3"
"classname" "script_origin"
}

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#include common_scripts\utility;
main()
{
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;
maps\createfx\af_chase_fx::main();
}

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#include common_scripts\utility;
main()
{
level._effect[ "headshot" ] = loadfx( "impacts/flesh_hit_head_fatal_exit" );
level._effect[ "bodyshot" ] = loadfx( "impacts/flesh_hit" );
level._effect[ "killshot" ] = loadfx( "impacts/flesh_hit_body_fatal_exit" );
level._effect[ "sign_fx" ] = loadfx( "misc/light_blowout_large_radial" );
level._effect[ "highrise_glass_120x110" ] = loadfx( "props/highrise_glass_120x110" );
level._effect[ "artilleryExp_dirt_brown_low" ] = loadfx( "explosions/artilleryExp_dirt_brown_low" );
level._effect[ "airlift_explosion_large" ] = loadfx( "explosions/airlift_explosion_large" );
level._effect[ "wall_explosion_1" ] = loadfx( "explosions/wall_explosion_1_airport" );
level._effect[ "sparks_fall" ] = loadfx( "explosions/sparks_falling_runner" );
level._effect[ "jet_fire" ] = loadfx( "fire/jet_engine_fire" );
level._effect[ "jet_explosion" ] = loadfx( "explosions/jet_engine_explosion" );
level._effect[ "ground_smoke_1200x1200" ] = LoadFX( "smoke/ground_smoke1200x1200" );
level._effect[ "hallway_smoke_light" ] = LoadFX( "smoke/hallway_smoke_light" );
level._effect[ "drips_slow" ] = loadfx( "misc/drips_slow" );
level._effect[ "drips_slow_infrequent" ] = loadfx( "misc/drips_slow_infrequent" );
level._effect[ "spark_fountain" ] = loadfx( "misc/spark_fountain" );
level._effect[ "jet_engine_737" ] = loadfx( "fire/jet_engine_737" );
level._effect[ "jet_engine_fire_debris" ] = loadfx( "fire/fire_debris_child" );
level._effect[ "deathfx_bloodpool" ] = loadfx( "impacts/deathfx_bloodpool" );
level._effect[ "blood_drip" ] = loadfx( "impacts/blood_drip" );
//Glass Trail Effect
level._effect[ "glass_dust_trail" ]= loadfx( "dust/glass_dust_trail_emitter" );
level._effect[ "pistol_muzzleflash" ]= loadfx( "muzzleflashes/pistolflash" );
level._effect[ "m79_muzzleflash" ]= loadfx( "muzzleflashes/m203_flshview" );
}

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#include common_scripts\utility;
main()
{
level._effect[ "zpu_muzzle" ] = loadfx( "muzzleflashes/zpu_flash_wv" );
level._effect[ "zpu_explode" ] = loadfx( "explosions/vehicle_explosion_bmp" );
level._effect[ "mortar_grass" ] = loadfx( "explosions/grenadeExp_mud" );
level._effect[ "mortar_sand" ] = loadfx( "explosions/grenadeExp_dirt" );
level._effect[ "stryker_smoke" ] = loadfx( "smoke/heli_engine_smolder" );
level._effect[ "jet_engine_crashing" ] = loadfx( "fire/jet_engine_crashing" );
level._effect[ "c130_engine_smoke" ] = loadfx( "smoke/smoke_trail_black_jet" );
level._effect[ "c130_engine_secondary_exp" ] = loadfx( "explosions/aerial_explosion_crashing" );
level._effect[ "c130_explode" ] = loadfx( "explosions/airlift_explosion_large" );
level._effect[ "water_stop" ] = LoadFX( "misc/parabolic_water_stand" );
level._effect[ "water_movement" ] = LoadFX( "misc/parabolic_water_movement" );
level._effect[ "leaves_spiral_runner" ] = LoadFX( "misc/leaves_spiral_runner" );
if ( getdvarint( "r_arcadia_culldist" ) == 1 )
level._effect[ "smoke_plume02" ] = LoadFX( "misc/no_effect" );
else
level._effect[ "smoke_plume02" ] = LoadFX( "smoke/smoke_plume02" );
level._effect[ "horizon_smokefield_dark" ] = LoadFX( "smoke/horizon_smokefield_dark" );
level._effect[ "room_smoke_200" ] = LoadFX( "smoke/room_smoke_200" );
level._effect[ "ground_fog" ] = LoadFX( "dust/ground_fog" );
level._effect[ "ground_fog_a" ] = LoadFX( "dust/ground_fog_a" );
level._effect[ "ground_fog_b" ] = LoadFX( "dust/ground_fog_b" );
level._effect[ "trash_spiral_runner" ] = LoadFX( "misc/trash_spiral_runner" );
level._effect[ "trash_spiral_runner_far" ] = LoadFX( "misc/trash_spiral_runner_far" );
level._effect[ "tanker_explosion_tall" ] = LoadFX( "explosions/tanker_explosion_tall" );
level._effect[ "airplane_crash_smoke" ] = LoadFX( "smoke/airplane_crash_smoke" );
level._effect[ "airplane_crash_smoke_sun_blocker" ] = LoadFX( "smoke/airplane_crash_smoke_sun_blocker" );
level._effect[ "airplane_crash_embers" ] = LoadFX( "fire/airplane_crash_embers" );
level._effect[ "powerline_runner" ] = LoadFX( "explosions/powerline_runner" );
level._effect[ "powerline_runner_cheap" ] = LoadFX( "explosions/powerline_runner_cheap" );
level._effect[ "tire_fire_med" ] = LoadFX( "fire/tire_fire_med" );
level._effect[ "fire_falling_runner_point" ] = LoadFX( "fire/fire_falling_runner_point" );
level._effect[ "fire_falling_runner_point_infrequent" ] = LoadFX( "fire/fire_falling_runner_point_infrequent" );
level._effect[ "firelp_huge_pm_nolight" ] = LoadFX( "fire/firelp_huge_pm_nolight" );
level._effect[ "firelp_large_pm_far" ] = LoadFX( "fire/firelp_large_pm_far" );
level._effect[ "firelp_med_pm_far" ] = LoadFX( "fire/firelp_med_pm_far" );
level._effect[ "firelp_large_pm_nolight" ] = LoadFX( "fire/firelp_large_pm_nolight" );
level._effect[ "firelp_med_pm_nolight" ] = LoadFX( "fire/firelp_med_pm_nolight" );
level._effect[ "firelp_small_pm_a_nolight" ] = LoadFX( "fire/firelp_small_pm_a_nolight" );
level._effect[ "firelp_large_pm_nolight_high" ] = LoadFX( "fire/firelp_large_pm_nolight_high" );
level._effect[ "firelp_med_pm_nolight_high" ] = LoadFX( "fire/firelp_med_pm_nolight_high" );
level._effect[ "leaves_fall_gentlewind" ] = LoadFX( "misc/leaves_fall_gentlewind" );
level._effect[ "leaves_fall_gentlewind_far" ] = LoadFX( "misc/leaves_fall_gentlewind_far" );
level._effect[ "leaves_ground_gentlewind" ] = LoadFX( "misc/leaves_ground_gentlewind" );
level._effect[ "battlefield_smokebank_S_warm" ] = LoadFX( "smoke/battlefield_smokebank_S_warm" );
level._effect[ "battlefield_smokebank_S_warm_thick" ] = LoadFX( "smoke/battlefield_smokebank_S_warm_thick" );
level._effect[ "insect_trail_runner_icbm" ] = LoadFX( "misc/insect_trail_runner_icbm" );
level._effect[ "moth_runner" ] = LoadFX( "misc/moth_runner" );
level._effect[ "insects_light_invasion" ] = LoadFX( "misc/insects_light_invasion" );
level._effect[ "insects_carcass_runner" ] = LoadFX( "misc/insects_carcass_runner" );
level._effect[ "waterfall_splash_arcadia" ] = LoadFX( "water/waterfall_splash_arcadia" );
level._effect[ "waterfall_splash_arcadia_short" ] = LoadFX( "water/waterfall_splash_arcadia_short" );
level._effect[ "tracer_incoming" ] = LoadFX( "misc/tracer_incoming" );
level._effect[ "b2_bomb" ] = loadfx( "explosions/airlift_explosion_large" );
level.scr_sound[ "mortar_incomming" ] = "mortar_incoming";
level.scr_sound[ "mortar_grass" ] = "mortar_explosion";
level.scr_sound[ "mortar_sand" ] = "mortar_explo sion";
maps\createfx\arcadia_fx::main();
}

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#include common_scripts\utility;
main()
{
level._effect[ "large_explosion" ] = loadfx( "explosions/large_vehicle_explosion" );
level._effect[ "wood_burst" ] = loadfx( "explosions/wood_explosion_1" );
level._effect[ "wood_burst2" ] = loadfx( "explosions/grenadeExp_wood" );
level._effect[ "wing_drop_dust" ] = loadfx( "dust/wing_drop_dust" );
level._effect[ "dust_spiral01" ] = loadfx( "dust/dust_spiral01" );
level._effect[ "angel_flare_geotrail" ] = loadfx( "smoke/angel_flare_geotrail" );
level._effect[ "angel_flare_swirl" ] = loadfx( "smoke/angel_flare_swirl_runner" );
level._effect[ "scrape_sparks" ] = loadfx( "misc/vehicle_scrape_sparks_c130" );
level._effect[ "blood" ] = loadfx( "impacts/sniper_escape_blood" );
level._effect[ "blood_dashboard_splatter" ] = loadfx( "impacts/blood_dashboard_splatter_boneyard" );
//Ambient FX
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" );
level._effect[ "dust_wind_fast_light" ] = loadfx( "dust/dust_wind_fast_light" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L_nofog" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
maps\createfx\boneyard_fx::main();
}

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#include common_scripts\utility;
main()
{
precacheFX();
maps\createfx\char_museum_fx::main();
}
precacheFX()
{
level._effect[ "tank_bubbles_character_room" ] = loadfx( "water/tank_bubbles_character_room" );
level._effect[ "scuba_bubbles_friendly" ] = loadfx( "water/scuba_bubbles_breath" );
level._effect[ "snow_blower" ] = loadfx( "snow/snow_blower" );
level._effect[ "c4_blink" ] = loadfx( "misc/light_c4_blink" );
}

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{
"skycolor" "0.67 0.74 1"
"skylight" "0.38"
"_color" ".95 .95 1"
"ambient" "0.1"
"sunColor" "0.95 0.96 1"
"sundirection" "325 -38 0"
"sunlight" "1.2"
"sunRadiosity" "1.4"
"radiosityscale" "1"
"classname" "worldspawn"
"maxbounces" "1"
"sunisprimarylight" "1"
"outdoor_only_mins" "-10032 -31152 768"
"outdoor_only_maxs" "1264 -23520 3408"
}
{
"origin" "-14016 -38528 4304"
"targetname" "minimap_corner"
"classname" "script_origin"
}
{
"origin" "2163 -22361 4304"
"targetname" "minimap_corner"
"classname" "script_origin"
}
{
"angles" "0 45.845 0"
"origin" "-11193 -27104.7 1864.29"
"classname" "mp_global_intermission"
}
{
"angles" "0 45.9446 0"
"origin" "-9572.58 -25588.1 898.125"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 47.0487 0"
"origin" "-9371.47 -25528.2 898.125"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 43.5276 0"
"origin" "-9331.12 -25275.9 903.242"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 42.5388 0"
"origin" "-9148.11 -25265.4 900.125"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -29.8446 0"
"origin" "-10977.2 -27165.9 896.125"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -48.3236 0"
"origin" "-11049.1 -27307.6 896.125"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -16.315 0"
"origin" "-10934.4 -27264.5 896.125"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -42.2757 0"
"origin" "-10886.5 -27084.8 896.125"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -66.2533 0"
"origin" "-9179.13 -26331.8 934.87"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 36.2656 0"
"origin" "-8044.03 -24779 996.231"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 14.2655 0"
"origin" "-6736.08 -26691.3 896.125"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -143.141 0"
"origin" "-8114.2 -26794 896.125"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 95.6357 0"
"origin" "-9367.87 -27015.9 896.125"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -141.164 0"
"origin" "-9864.9 -25700.4 971.371"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -41.4846 0"
"origin" "-10028.5 -29849.6 1623"
"targetname" "heli_start"
"classname" "script_origin"
}
{
"angles" "0 -41.4846 0"
"origin" "-10858 -29348.5 1751.33"
"targetname" "heli_spot_1"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_2"
}
{
"angles" "0 -41.4846 0"
"origin" "-7122.26 -28078.6 2235.49"
"targetname" "heli_spot_2"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_3"
}
{
"angles" "0 -41.4846 0"
"origin" "-7077.41 -25423.9 2108.37"
"targetname" "heli_spot_3"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_4"
}
{
"angles" "0 -41.4846 0"
"origin" "-8573.26 -24533.6 1962.17"
"targetname" "heli_spot_4"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_5"
}
{
"angles" "0 -41.4846 0"
"origin" "-9983.06 -25576.7 1854.85"
"targetname" "heli_spot_5"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
}
{
"angles" "0 -41.4846 0"
"origin" "-11977.2 -24167.2 2383.24"
"targetname" "heli_leave"
"classname" "script_origin"
}
{
"angles" "0 -41.4846 0"
"origin" "-12699.3 -24364.9 2463.28"
"targetname" "heli_loop_start"
"classname" "script_origin"
"target" "heli_spot_1"
}
{
"angles" "0 -41.4846 0"
"origin" "-13472.9 -24601.3 2732.34"
"targetname" "heli_crash_start"
"classname" "script_origin"
"target" "heli_crash_end"
}
{
"angles" "0 -41.4846 0"
"origin" "-14056.4 -25098.3 3004.75"
"targetname" "heli_crash_end"
"classname" "script_origin"
}

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#include common_scripts\utility;
main()
{
level thread precacheFX();
maps\createfx\cliffhanger_fx::main();
}
precacheFX()
{
//Player Footstep fx
level._effect[ "footstep_snow_small" ] = loadfx( "impacts/footstep_snow_small" );
level._effect[ "footstep_snow" ] = loadfx( "impacts/footstep_snow" );
//Price Climbing FX (more in _climb.gsc)
level._effect[ "snow_price_grab" ] = loadfx( "snow/snow_price_grab" );
level._effect[ "snow_jump" ] = loadfx( "snow/snow_jump" );
level._effect[ "snow_dropping_debris" ] = loadfx( "snow/snow_dropping_debris" );
//Price SLiding fx
level._effect[ "price_landing" ] = loadfx( "snow/snow_price_landing" );
level._effect[ "price_sliding" ] = loadfx( "snow/snow_price_sliding" );
//Snowmobile FX
level._effect[ "tread_snow_snowmobile_skidout" ] = loadfx( "treadfx/tread_snow_snowmobile_skidout" );
//Mig Landing FX
level._effect[ "mig_landing_snow" ] = loadfx( "treadfx/mig_landing_snow_runner" );
level._effect[ "mig_landing_trail_snow" ] = loadfx( "smoke/mig29_landing_trail_snow" );
//Ambient fx
level._effect[ "snow_blowoff_ledge" ] = loadfx( "snow/snow_blowoff_ledge" );
level._effect[ "snow_blowoff_ledge_runner" ] = loadfx( "snow/snow_blowoff_ledge_runner" );
level._effect[ "snow_updraft" ] = loadfx( "snow/snow_updraft" );
level._effect[ "snow_updraft_runner" ] = loadfx( "snow/snow_updraft_runner" );
level._effect[ "snow_clifftop_runner" ] = loadfx( "snow/snow_clifftop_runner" );
level._effect[ "snow_clifftop_jet_blow" ] = loadfx( "snow/snow_clifftop_jet_blow" );
level._effect[ "snow_spray_detail_runner400x400" ] = loadfx( "snow/snow_spray_detail_runner400x400" );
level._effect[ "snow_spray_detail_runner0x400" ] = loadfx( "snow/snow_spray_detail_runner0x400" );
level._effect[ "snow_spray_detail_runner0x400_far" ] = loadfx( "snow/snow_spray_detail_runner0x400_far" );
level._effect[ "snow_spray_detail_runner0x200_far" ] = loadfx( "snow/snow_spray_detail_runner0x200_far" );
level._effect[ "snow_spray_detail_runner50x50" ] = loadfx( "snow/snow_spray_detail_runner50x50" );
//Lights
level._effect[ "lighthaze_snow" ] = loadfx( "misc/lighthaze_snow" );
level._effect[ "lighthaze_snow_headlights" ] = loadfx( "misc/lighthaze_snow_headlights" );
level._effect[ "car_taillight_uaz_l" ] = loadfx( "misc/car_taillight_uaz_l" );
level._effect[ "lighthaze_snow_spotlight" ] = loadfx( "misc/lighthaze_snow_spotlight" );
level._effect[ "aircraft_light_red_blink" ] = loadfx( "misc/aircraft_light_red_blink" );
level._effect[ "power_tower_light_red_blink" ] = loadfx( "misc/power_tower_light_red_blink" );
level._effect[ "light_glow_red_snow_pulse" ] = loadfx( "misc/light_glow_red_snow_pulse" );
level._effect[ "heater" ] = loadfx( "distortion/heater" );
level._effect[ "snow_vortex" ] = loadfx( "snow/snow_vortex" );
level._effect[ "snow_vortex_runner" ] = loadfx( "snow/snow_vortex_runner" );
//Hangar Destraction
level._effect[ "fuel_tank_explosion" ] = loadfx( "explosions/vehicle_explosion_mig29" );
level._effect[ "fuel_truck_explosion" ] = loadfx( "explosions/vehicle_explosion_mig29" );
level._effect[ "thin_black_smoke_M" ] = loadfx( "smoke/thin_black_smoke_M" );
level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L" );
level._effect[ "tire_fire_med" ] = loadfx( "fire/tire_fire_med" );
//Hangar Welder
level._effect[ "welding_runner" ] = loadfx( "misc/welding_runner" );
//Snowmobile Section
level._effect[ "large_snow_explode" ] = loadfx( "explosions/large_snow_explode" );
level._effect[ "tree_trunk_explosion" ] = loadfx( "explosions/tree_trunk_explosion" );
//Avalanche
level._effect[ "avalanche_explosion" ] = loadfx( "explosions/avalanche_explosion" );
level._effect[ "avalanche_start" ] = loadfx( "snow/avalanche_start" );
level._effect[ "avalanche_start2" ] = loadfx( "snow/avalanche_start2" );
level._effect[ "avalanche_loop_large" ] = loadfx( "snow/avalanche_loop_large" );
}

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#include common_scripts\utility;
main()
{
level._effect[ "cold_breath" ] = loadfx( "misc/cold_breath" );
//Vehcile DeathFX Overrides
// build_deathfx( "explosions/large_vehicle_explosion", undefined, "exp_armor_vehicle" );
//scripted fx
level._effect[ "smoke_geotrail_icbm" ] = loadfx( "smoke/smoke_geotrail_icbm" );
level._effect[ "icbm_launch" ] = loadfx( "smoke/icbm_launch" );
level._effect[ "tree_explosion" ] = loadfx( "explosions/tree_trunk_explosion" );
level._effect[ "tree_explosion_small" ] = loadfx( "explosions/tree_trunk_explosion" );
level._effect[ "thermal_missle_flash_inverted" ] = loadfx( "muzzleflashes/thermal_missle_flash_inverted" );
level._effect[ "missle_flash" ] = loadfx( "muzzleflashes/missile_flash_wv" );
level._effect[ "uav_explosion" ] = loadfx( "explosions/aerial_explosion_predator" );
level._effect[ "btr_explosion" ] = loadfx( "explosions/vehicle_explosion_btr80_snow" );
level._effect[ "btr_spotlight" ] = loadfx( "misc/spotlight_btr80" );
level._effect[ "flashlight" ] = loadfx( "misc/flashlight" );
level._effect[ "tear_gas_submarine" ] = loadfx( "smoke/tear_gas_submarine" );
level._effect[ "tree_snow_dump_fast" ] = loadfx( "snow/tree_snow_dump_fast" );
level._effect[ "tree_snow_dump_fast_small" ] = loadfx( "snow/tree_snow_dump_fast_small" );
level._effect[ "tree_snow_fallen_heavy" ] = loadfx( "snow/tree_snow_fallen_heavy" );
level._effect[ "tree_snow_fallen" ] = loadfx( "snow/tree_snow_fallen" );
level._effect[ "tree_snow_fallen_small" ] = loadfx( "snow/tree_snow_fallen_small" );
//Price Sliding fx
level._effect[ "price_landing" ] = loadfx( "snow/snow_price_landing" );
level._effect[ "price_sliding" ] = loadfx( "snow/snow_price_sliding" );
//Ambient fx
level._effect[ "tree_snow_dump_runner" ] = loadfx( "snow/tree_snow_dump_runner" );
level._effect[ "snow_spray_detail_contingency_runner_0x400" ] = loadfx( "snow/snow_spray_detail_contingency_runner_0x400" );
level._effect[ "snow_spray_detail_oriented_runner_0x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_0x400" );
level._effect[ "snow_spray_detail_oriented_runner_400x400" ] = loadfx( "snow/snow_spray_detail_oriented_runner_400x400" );
level._effect[ "snow_spray_detail_oriented_runner" ] = loadfx( "snow/snow_spray_detail_oriented_runner" );
level._effect[ "snow_spray_detail_oriented_runner_large" ] = loadfx( "snow/snow_spray_detail_oriented_large_runner" );
level._effect[ "snow_spray_large_oriented_runner" ] = loadfx( "snow/snow_spray_large_oriented_runner" );
level._effect[ "snow_vortex_runner_cheap" ] = loadfx( "snow/snow_vortex_runner_cheap" );
level._effect[ "room_smoke_200" ] = LoadFX( "smoke/room_smoke_200" );
//Player Footstep fx
level._effect[ "footstep_snow_small" ] = loadfx( "impacts/footstep_snow_small" );
level._effect[ "footstep_snow" ] = loadfx( "impacts/footstep_snow" );
//Player snow
level._effect[ "snow_light" ] = loadfx( "snow/snow_light_contingency" );
maps\createfx\contingency_fx::main();
}

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{
"northyaw" "90"
"skycolor" "1 0.92 0.93"
"skylight" "0.45"
"classname" "worldspawn"
"radiosityScale" "1"
"sunRadiosity" "0.8"
"contrastGain" "0"
"_color" ".75 .75 1"
"sunlight" "1"
"sundirection" "-25 60 0"
"suncolor" "1 0.61 .21"
"ambient" ".08"
"bouncefraction" ".7"
"maxbounces" "3"
"origin" "0 0 0"
}
{
"targetname" "minimap_corner"
"origin" "-18688 22784 128"
"classname" "script_origin"
}
{
"origin" "-54528 -13056 128"
"targetname" "minimap_corner"
"classname" "script_origin"
}
{
"angles" "0 145.498 0"
"origin" "-20573.2 5174 709.197"
"classname" "mp_global_intermission"
}
{
"angles" "0 1.23091 0"
"origin" "-22434.7 -1216.21 -671.875"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 37.3155 0"
"origin" "-22566.6 -1439.89 -671.875"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -13.6171 0"
"origin" "-22717.8 -1075.17 -671.875"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -57.5075 0"
"origin" "-22532.3 -1037.27 -670.428"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -100.299 0"
"origin" "-20610.6 5077.32 -359.284"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -122.184 0"
"origin" "-20436.4 4813.36 -344.051"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -158.488 0"
"origin" "-20782.8 4378.53 -393.805"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -175.457 0"
"origin" "-20416.9 4061.41 -379.42"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -174.358 0"
"origin" "-19893.1 3996.92 -376.794"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 4.58174 0"
"origin" "-22650.3 4214.18 -269.053"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 95.3343 0"
"origin" "-20419.2 4926.33 -341.583"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -95.1906 0"
"origin" "-20624.5 7022.01 -201.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -32.629 0"
"origin" "-21341.6 7666.88 -201.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -30.1296 0"
"origin" "-22364.9 6975.34 -201.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 88.7535 0"
"origin" "-21257.1 6571.13 -1.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 156.627 0"
"origin" "-20266.8 6801.23 -1.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 154.205 0"
"origin" "-20441.1 6571.13 -1.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 165.202 0"
"origin" "-25351.5 6213.47 502.168"
"targetname" "heli_start"
"classname" "script_origin"
}
{
"angles" "0 165.202 0"
"origin" "-23287.6 5107.92 458.412"
"targetname" "heli_spot_1"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_2"
}
{
"angles" "0 165.202 0"
"origin" "-22156.2 4215.82 373.69"
"targetname" "heli_spot_2"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_3"
}
{
"angles" "0 165.202 0"
"origin" "-21737.8 2965.46 926.445"
"targetname" "heli_spot_3"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_4"
}
{
"angles" "0 165.202 0"
"origin" "-20764.4 5820.49 333.874"
"targetname" "heli_spot_4"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_5"
}
{
"angles" "0 165.202 0"
"origin" "-21622.8 5943.57 321.996"
"targetname" "heli_spot_5"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_6"
}
{
"angles" "0 165.202 0"
"origin" "-19053.2 6867.43 307.904"
"targetname" "heli_spot_6"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_7"
}
{
"angles" "0 165.202 0"
"origin" "-19070.3 7737.57 351.224"
"targetname" "heli_spot_7"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
}
{
"angles" "0 165.202 0"
"origin" "-19094.8 8521.75 849.284"
"targetname" "heli_leave"
"classname" "script_origin"
}
{
"angles" "0 165.202 0"
"origin" "-19494.8 9443.91 1251.09"
"targetname" "heli_loop_start"
"classname" "script_origin"
"target" "heli_spot_1"
}
{
"angles" "0 165.202 0"
"origin" "-20117 9855.96 1555.63"
"targetname" "heli_crash_start"
"classname" "script_origin"
"target" "heli_crash_end"
}
{
"angles" "0 165.202 0"
"origin" "-21147.8 9693.07 1732.61"
"targetname" "heli_crash_end"
"classname" "script_origin"
}
{
"angles" "0 4.58174 0"
"origin" "-22650.3 4214.18 -269.053"
"classname" "mp_dm_spawn"
}
{
"angles" "0 95.3343 0"
"origin" "-20419.2 4926.33 -341.583"
"classname" "mp_dm_spawn"
}
{
"angles" "0 -95.1906 0"
"origin" "-20624.5 7022.01 -201.875"
"classname" "mp_dm_spawn"
}
{
"angles" "0 -32.629 0"
"origin" "-21341.6 7666.88 -201.875"
"classname" "mp_dm_spawn"
}
{
"angles" "0 -30.1296 0"
"origin" "-22364.9 6975.34 -201.875"
"classname" "mp_dm_spawn"
}
{
"angles" "0 88.7535 0"
"origin" "-21257.1 6571.13 -1.875"
"classname" "mp_dm_spawn"
}
{
"angles" "0 156.627 0"
"origin" "-20266.8 6801.23 -1.875"
"classname" "mp_dm_spawn"
}
{
"angles" "0 154.205 0"
"origin" "-20441.1 6571.13 -1.875"
"classname" "mp_dm_spawn"
}
{
"angles" "0 1.23091 0"
"origin" "-22434.7 -1216.21 -671.875"
"classname" "mp_dom_spawn_allies_start"
}
{
"angles" "0 37.3155 0"
"origin" "-22566.6 -1439.89 -671.875"
"classname" "mp_dom_spawn_allies_start"
}
{
"angles" "0 -13.6171 0"
"origin" "-22717.8 -1075.17 -671.875"
"classname" "mp_dom_spawn_allies_start"
}
{
"angles" "0 -57.5075 0"
"origin" "-22532.3 -1037.27 -670.428"
"classname" "mp_dom_spawn_allies_start"
}
{
"angles" "0 -100.299 0"
"origin" "-20610.6 5077.32 -359.284"
"classname" "mp_dom_spawn_axis_start"
}
{
"angles" "0 -122.184 0"
"origin" "-20436.4 4813.36 -344.051"
"classname" "mp_dom_spawn_axis_start"
}
{
"angles" "0 -158.488 0"
"origin" "-20782.8 4378.53 -393.805"
"classname" "mp_dom_spawn_axis_start"
}
{
"angles" "0 -175.457 0"
"origin" "-20416.9 4061.41 -379.42"
"classname" "mp_dom_spawn_axis_start"
}
{
"angles" "0 -174.358 0"
"origin" "-19893.1 3996.92 -376.794"
"classname" "mp_dom_spawn_axis_start"
}
{
"angles" "0 4.58174 0"
"origin" "-22650.3 4214.18 -269.053"
"classname" "mp_dom_spawn"
}
{
"angles" "0 95.3343 0"
"origin" "-20419.2 4926.33 -341.583"
"classname" "mp_dom_spawn"
}
{
"angles" "0 -95.1906 0"
"origin" "-20624.5 7022.01 -201.875"
"classname" "mp_dom_spawn"
}
{
"angles" "0 -32.629 0"
"origin" "-21341.6 7666.88 -201.875"
"classname" "mp_dom_spawn"
}
{
"angles" "0 -30.1296 0"
"origin" "-22364.9 6975.34 -201.875"
"classname" "mp_dom_spawn"
}
{
"angles" "0 88.7535 0"
"origin" "-21257.1 6571.13 -1.875"
"classname" "mp_dom_spawn"
}
{
"angles" "0 156.627 0"
"origin" "-20266.8 6801.23 -1.875"
"classname" "mp_dom_spawn"
}
{
"angles" "0 154.205 0"
"origin" "-20441.1 6571.13 -1.875"
"classname" "mp_dom_spawn"
}
{
"classname" "trigger_radius"
"radius" "160"
"height" "128"
"targetname" "flag_primary"
"origin" "-21245.5 -1151.74 -671.875"
"script_gameobjectname" "dom onslaught"
"model" "prop_flag_neutral"
"script_label" "_a"
}
{
"targetname" "flag_descriptor"
"origin" "-21245.5 -1151.74 -671.875"
"script_linkto" "flag2 flag3"
"script_linkname" "flag1"
"classname" "script_origin"
}
{
"classname" "trigger_radius"
"radius" "160"
"height" "128"
"targetname" "flag_primary"
"origin" "-21154.9 3905.22 -311.146"
"script_gameobjectname" "dom onslaught"
"model" "prop_flag_neutral"
"script_label" "_b"
}
{
"targetname" "flag_descriptor"
"origin" "-21154.9 3905.22 -311.146"
"script_linkto" "flag1 flag3"
"script_linkname" "flag2"
"classname" "script_origin"
}
{
"classname" "trigger_radius"
"radius" "160"
"height" "128"
"targetname" "flag_primary"
"origin" "-21094.6 6821.22 -205.875"
"script_gameobjectname" "dom onslaught"
"model" "prop_flag_neutral"
"script_label" "_c"
}
{
"targetname" "flag_descriptor"
"origin" "-21094.6 6821.22 -205.875"
"script_linkto" "flag2 flag1"
"script_linkname" "flag3"
"classname" "script_origin"
}

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#include common_scripts\utility;
main()
{
//!!!!! This is not actually called anywhere, but it needs to load immediately otherwise I get a precache error (?)
level._effect[ "_attack_heli_spotlight_ending" ] = LoadFX( "misc/hunted_spotlight_model_dim" );
//!!!!! This is not actually called anywhere, but it needs to load immediately otherwise I get a precache error (?)
level._effect[ "vehicle_explosion_slamraam" ] = LoadFX( "explosions/vehicle_explosion_slamraam" );
level._effect[ "_attack_heli_spotlight" ] = LoadFX( "misc/spotlight_large_dcburning" );
//columns
level._effect[ "large_column" ] = loadfx( "props/dcburning_pillars" );
level._effect[ "turret_overheat_haze" ] = loadfx( "distortion/abrams_exhaust" );
level._effect[ "turret_overheat_smoke" ] = loadfx( "distortion/armored_car_overheat" );
//Magic Bullet Muzzleflashes
level._effect[ "javelin_muzzle" ] = loadfx( "muzzleflashes/javelin_flash_wv" );
level._effect[ "light_glow_white_bulb" ] = loadfx( "misc/light_glow_white_bulb" );
level._effect[ "door_kick_dust" ] = loadfx( "dust/door_kick" );
level._effect[ "dlight_laptop" ] = loadfx( "misc/dlight_laptop" );
/*-----------------------
CHEAP VEHICLE EXPLOSIONS
-------------------------*/
level._effect[ "large_vehicle_explosion" ] = loadfx( "explosions/large_vehicle_explosion" );
level._effect[ "cheap_vehicle_explosion" ] = loadfx( "explosions/small_vehicle_explosion_low" );
level._effect[ "cheap_mack_truck_explosion" ] = loadfx( "explosions/tanker_explosion_dcburn" );
level._effect[ "tanker_fire" ] = loadfx( "fire/firelp_large_pm" );
/*-----------------------
PLAYER BLACKHAWK CRASH
-------------------------*/
level._effect[ "smoke_trail_black_heli" ] = loadfx( "smoke/smoke_trail_black_heli" );
level._effect[ "dlight_blue" ] = loadfx( "misc/dlight_blue" );
level._effect[ "dlight_red" ] = loadfx( "misc/aircraft_light_cockpit_red" );
level._effect[ "player_death_explosion" ] = loadfx( "explosions/player_death_explosion" );
level._effect[ "heat_shimmer_door" ] = loadfx( "distortion/abrams_exhaust" );
level._effect[ "firelp_large_pm_nolight" ] = loadfx( "fire/firelp_large_pm_nolight" );
level._effect[ "firelp_med_pm_nolight" ] = loadfx( "fire/firelp_med_pm_nolight" );
level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" );
/*-----------------------
LITTLEBIRD CRASH
-------------------------*/
level._effect[ "crash_main_01" ] = loadfx( "explosions/javelin_explosion_dcburn" );
level._effect[ "crash_end_01" ] = loadfx( "explosions/helicopter_explosion_little_bird_dcburn" );
level._effect[ "chopper_smoke_trail" ] = loadfx( "fire/fire_smoke_trail_L" );
level._effect[ "chopper_explosion" ] = loadfx( "explosions/aerial_explosion" );
/*-----------------------
Sniping
-------------------------*/
level._effect[ "headshot" ] = loadfx( "impacts/flesh_hit_head_fatal_exit" ); // sprays on wall
level._effect[ "headshot2" ] = loadfx( "impacts/flesh_hit_splat_large" ); // chunks
level._effect[ "headshot3" ] = loadfx( "impacts/flesh_hit_body_fatal_exit" ); // big spray
level._effect[ "headshot4" ] = loadfx( "impacts/sniper_escape_blood" ); // big spray
level._effect[ "bodyshot" ] = loadfx( "impacts/flesh_hit" );
level._effect[ "thermal_body_gib" ] = loadfx( "impacts/thermal_body_gib" ); // splatter
level._effect[ "flare_ambient" ] = loadfx( "misc/flare_ambient" );
level._effect[ "heat_shimmer_door" ] = loadfx( "distortion/abrams_exhaust" );
level._effect[ "heli_dust_default" ] = loadfx( "treadfx/heli_dust_airlift" );
/*-----------------------
FLARES
-------------------------*/
level._effect[ "flare_runner_intro" ] = loadfx( "misc/flare_start" );
level._effect[ "flare_runner" ] = loadfx( "misc/flare" );
level._effect[ "flare_runner_fizzout" ] = loadfx( "misc/flare_end" );
/*-----------------------
PLANE AIRSTRIKES
-------------------------*/
level.airstrikefx = loadfx( "explosions/clusterbomb" );
//level.airstrikefx = loadfx( "explosions/tanker_explosion" );
//level.scr_sound[ "airstrike" ][ "explosion" ] = "mortar_incoming";
/*-----------------------
AMBIENT FX
-------------------------*/
level._effect["powerline_runner"] = loadfx ("explosions/powerline_runner");
level._effect[ "antiair_runner" ] = loadfx( "misc/antiair_runner_night" );
level._effect[ "hallway_smoke_dark" ] = loadfx( "smoke/hallway_smoke_dark" );
level._effect[ "ground_smoke_dcburning1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200_dcburning" );
level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L" );
level._effect[ "thick_white_smoke_giant" ] = loadfx( "smoke/thick_white_smoke_giant_dcburning" );
level._effect[ "thick_dark_smoke_giant" ] = loadfx( "smoke/thick_dark_smoke_giant_dcburning" );
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_med_pm" ] = LoadFX( "fire/firelp_med_pm" );
level._effect[ "firelp_large_pm" ] = LoadFX( "fire/firelp_large_pm" );
level._effect[ "firelp_vhc_lrg_pm_farview" ] = loadfx( "fire/firelp_vhc_lrg_pm_farview" );
level._effect[ "drips_slow" ] = loadfx( "misc/drips_slow" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "powerline_runner_cheap" ] = loadfx( "explosions/powerline_runner_cheap" );
level._effect[ "water_pipe_spray" ] = loadfx( "water/water_pipe_spray" );
level._effect[ "cgo_ship_puddle_small" ] = loadfx( "distortion/cgo_ship_puddle_small" );
level._effect[ "rock_falling_small_runner" ] = loadfx( "misc/rock_falling_small_runner" );
//Exploders
level._effect[ "ceiling_dust_default" ] = loadfx( "dust/ceiling_dust_default" );
level._effect[ "commerce_window_shatter" ] = loadfx( "props/car_glass_large" );
maps\createfx\dcburning_fx::main();
}

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{
"northyaw" "90"
"skycolor" "0.87 0.94 1"
"skylight" ".075"
"classname" "worldspawn"
"_color" "0.498039 0.498039 0.619608"
"sunlight" ".5"
"sundirection" "-20 55 0"
"suncolor" "0.88 0.93 1"
"ambient" ".1"
"maxbounces" "4"
"origin" "0 0 0"
"outdoor_only_mins" "-46384 10752 -432"
"outdoor_only_maxs" "-39840 22928 1648"
}
{
"targetname" "minimap_corner"
"origin" "-44744.2 16232.5 -81.875"
"classname" "script_origin"
}
{
"origin" "-43978.4 13197.1 -259.875"
"targetname" "minimap_corner"
"classname" "script_origin"
}
{
"spawnflags" "1"
"targetname" "corner_door"
"classname" "script_brushmodel"
"angles" "0 -2.80469 0"
"origin" "-43757.8 13173.5 -240.748"
"model" "*12"
}
{
"spawnflags" "1"
"targetname" "corner_door"
"classname" "script_brushmodel"
"angles" "0 -3.40344 0"
"origin" "-43759.5 13164.1 -209.137"
"model" "*12"
}
{
"spawnflags" "1"
"targetname" "corner_door"
"classname" "script_brushmodel"
"angles" "0 0.73291 0"
"origin" "-43757.1 13161.6 -176.283"
"model" "*12"
}
{
"angles" "0 66.9578 0"
"origin" "-43904.8 12639.7 97.7881"
"classname" "mp_global_intermission"
}
{
"angles" "0 -38.9826 0"
"origin" "-44744.2 16232.5 -81.875"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -2.45858 0"
"origin" "-44770.7 16020.2 -83.875"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 68.4911 0"
"origin" "-44729.8 15659.5 -83.875"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 85.432 0"
"origin" "-44553.2 15545.6 -83.875"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 21.1071 0"
"origin" "-43913.5 14955.9 -83.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -178.542 0"
"origin" "-43239.8 15208 -83.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -165.781 0"
"origin" "-43210.9 14851.8 -83.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -11.1213 0"
"origin" "-43931.5 14485.9 -83.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -10.2424 0"
"origin" "-43996.9 14050.4 -83.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 0.397861 0"
"origin" "-44513.5 13887.7 -83.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 65.9753 0"
"origin" "-43978.4 13197.1 -259.875"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 118.336 0"
"origin" "-43581.6 13197.1 -259.875"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -52.71 0"
"origin" "-43971.3 13788.9 -259.875"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -103.862 0"
"origin" "-43681.6 13770.6 -259.875"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -3.34298 0"
"origin" "-45708.1 18135 1264.5"
"targetname" "heli_start"
"classname" "script_origin"
}
{
"angles" "0 -3.34298 0"
"origin" "-43851.1 16665.1 402.241"
"targetname" "heli_spot_1"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_2"
}
{
"angles" "0 -3.34298 0"
"origin" "-43267.7 15882.1 202.633"
"targetname" "heli_spot_2"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_3"
}
{
"angles" "0 -3.34298 0"
"origin" "-42652.3 14682.3 51.9504"
"targetname" "heli_spot_3"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_4"
}
{
"angles" "0 -3.34298 0"
"origin" "-42683.1 14034.4 33.8548"
"targetname" "heli_spot_4"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_5"
}
{
"angles" "0 -3.34298 0"
"origin" "-42237.2 14249.7 93.2146"
"targetname" "heli_spot_5"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
}
{
"angles" "0 -3.34298 0"
"origin" "-40255.2 14328.3 405.356"
"targetname" "heli_leave"
"classname" "script_origin"
}
{
"angles" "0 -3.34298 0"
"origin" "-38238.2 14744.4 816.184"
"targetname" "heli_loop_start"
"classname" "script_origin"
"target" "heli_spot_1"
}
{
"angles" "0 -3.34298 0"
"origin" "-37968.9 15435.1 1091.45"
"targetname" "heli_crash_start"
"classname" "script_origin"
"target" "heli_crash_end"
}
{
"angles" "0 -3.34298 0"
"origin" "-37975.6 16760.1 1476.97"
"targetname" "heli_crash_end"
"classname" "script_origin"
}

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#include common_scripts\utility;
main()
{
level._effect[ "vehicle_explosion_btr80" ] = loadfx( "explosions/vehicle_explosion_btr80" );
level._effect[ "handflare" ] = loadfx( "misc/dcemp_handflare" );
level._effect[ "groundflare" ] = loadfx( "misc/dcemp_groundflare" );
level._effect[ "killshot" ] = loadfx( "impacts/flesh_hit_body_fatal_exit" );
//manually precaching fx because of masking of destrucibles
level._effect[ "nouse" ] = loadfx( "props/news_stand_paper_spill" );
level._effect[ "nouse" ] = loadfx( "props/news_stand_explosion" );
level._effect[ "nouse" ] = loadfx( "props/news_stand_paper_spill_shatter" );
level._effect[ "nouse" ] = loadfx( "props/photocopier_sparks" );
level._effect[ "nouse" ] = loadfx( "props/photocopier_exp" );
level._effect[ "nouse" ] = loadfx( "props/photocopier_fire" );
level._effect[ "nouse" ] = loadfx( "props/electricbox4_explode" );
level._effect[ "nouse" ] = loadfx( "props/filecabinet_dam" );
level._effect[ "nouse" ] = loadfx( "props/filecabinet_des" );
level._effect[ "nouse" ] = loadfx( "misc/light_fluorescent_blowout_runner" );
level._effect[ "nouse" ] = loadfx( "misc/light_blowout_swinging_runner" );
level.breakables_fx[ "tv_explode" ] = LoadFX( "explosions/tv_explosion" );
//ISS
level._effect[ "dcemp_sun" ] = loadfx( "misc/dcemp_sun" );
level._effect[ "dcemp_icbm_trail" ] = loadfx( "misc/dcemp_icbm_trail" );
level._effect[ "space_nuke" ] = loadfx( "explosions/space_nuke" );
level._effect[ "space_nuke_shockwave" ] = loadfx( "explosions/space_nuke_shockwave" );
level._effect[ "space_emp" ] = loadfx( "explosions/space_emp" );
level._effect[ "space_explosion" ] = loadfx( "explosions/space_explosion" );
level._effect[ "space_explosion_small" ] = loadfx( "explosions/space_explosion_small" );
level._effect[ "dcemp_water_nuke_glow" ] = loadfx( "misc/dcemp_water_nuke_glow" );
//DCBURNING FX
level._effect[ "dlight_blue" ] = loadfx( "misc/dlight_blue" );
level._effect[ "headshot3" ] = loadfx( "impacts/flesh_hit_body_fatal_exit" ); // big spray
level._effect[ "ground_smoke_dcburning1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200_dcburning" );
//MinSpec Spotlight
if ( getdvarint( "sm_enable" ) && getdvar( "r_zfeather" ) != "0" )
level._effect[ "_attack_heli_spotlight" ] = loadfx( "misc/hunted_spotlight_model_dim" );
else
level._effect[ "_attack_heli_spotlight" ] = loadfx( "misc/spotlight_large" );
level._effect[ "planecrash_spotlight" ] = loadfx( "misc/dcemp_planecrash_spotlight_model" );
level._effect[ "dcemp_nuke_spotlight_fade" ] = loadfx( "misc/dcemp_nuke_spotlight_fade" );
level._effect[ "spotlight_lightning" ] = loadfx( "misc/spotlight_lightning" );
level._effect[ "space_helmet_spot_light" ] = loadfx( "misc/space_helmet_spot_light" );
//EMP
level._effect[ "transformer_spark_runner" ] = loadfx( "explosions/transformer_spark_runner" );
level._effect[ "dcemp_glass_74x44" ] = loadfx( "props/dcemp_glass_74x44" );
level._effect[ "bodyfall_dust_high" ] = loadfx( "impacts/bodyfall_dust_high" );
level._effect[ "helicopter_crash" ] = loadfx( "explosions/helicopter_crash" );
level._effect[ "helicopter_explosion_secondary_small" ] = loadfx( "explosions/helicopter_explosion_secondary_small" );
level._effect[ "powerline_runner_oneshot" ] = loadfx( "explosions/powerline_runner_oneshot" );
level._effect[ "space_emp_crashsite" ] = loadfx( "explosions/space_emp_crashsite" );
level._effect[ "space_nuke_crashsite" ] = loadfx( "explosions/space_nuke_crashsite" );
//STREET
level._effect[ "helicopter_explosion" ] = loadfx( "explosions/helicopter_explosion_dcemp" );
level._effect[ "small_vehicle_explosion" ] = loadfx( "explosions/small_vehicle_explosion" );
//CRASH SCENE FX
level._effect[ "window_fire_large" ] = loadfx( "fire/window_fire_large" );
level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "firelp_large_pm_nolight" ] = loadfx( "fire/firelp_large_pm_nolight" );
level._effect[ "firelp_med_pm_nolight" ] = loadfx( "fire/firelp_med_pm_nolight" );
level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" );
level._effect[ "firelp_small_streak_pm1_h" ] = loadfx( "fire/firelp_small_streak_pm1_h" );
level._effect[ "firelp_small_streak_pm_v" ] = loadfx( "fire/firelp_small_streak_pm_v" );
level._effect[ "firelp_small_streak_pm1_h_nolight" ] = loadfx( "fire/firelp_small_streak_pm1_h_nolight" );
level._effect[ "firelp_small_streak_pm_v_nolight" ] = loadfx( "fire/firelp_small_streak_pm_v_nolight" );
level._effect[ "fire_trail_60" ] = loadfx( "fire/fire_trail_60" );
level._effect[ "fire_streak_runner" ] = loadfx( "fire/fire_streak_runner" );
level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point_infrequent" );
level._effect[ "fire_tree_embers" ] = loadfx( "fire/fire_tree_embers" );
//CRASH MOMENT FX
// level._effect[ "suitcase_explosion" ] = loadfx( "explosions/suitcase_explosion" );
level._effect[ "jet_crash" ] = loadfx( "explosions/jet_crash_dcemp" );
//MEETUP
level._effect[ "bird_pm" ] = loadfx( "misc/bird_pm" );
level._effect[ "leaves_a" ] = loadfx( "misc/leaves_a" );
level._effect[ "fire_embers_directional" ] = loadfx( "fire/fire_embers_directional" );
//OFFICE
level._effect[ "waterfall_drainage_short" ] = loadfx( "water/waterfall_drainage_short_physics_dcemp" );
level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash_dcemp" );
level._effect[ "falling_water_trickle" ] = loadfx( "water/falling_water_trickle" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_noise_splashes_dark" ] = loadfx( "weather/rain_noise_splashes_dark" );
level._effect[ "rain_splash_lite" ] = loadfx( "weather/rain_splash_lite" );
level._effect[ "rain_splash_lite_runner_40x200" ] = loadfx( "weather/rain_splash_lite_runner_40x200" );
level._effect[ "rain_splash_lite_runner_40x600" ] = loadfx( "weather/rain_splash_lite_runner_40x600" );
level._effect[ "rain_noise_ud" ] = loadfx( "weather/rain_noise_ud" );
level._effect[ "rain_noise_ud_runner_0x400" ] = loadfx( "weather/rain_noise_ud_runner_0x400" );
level._effect[ "cgo_ship_puddle_small" ] = loadfx( "distortion/cgo_ship_puddle_small" );
level._effect[ "cgo_ship_puddle_large" ] = loadfx( "distortion/cgo_ship_puddle_large" );
level._effect[ "rain_splash_lite_4x64" ] = loadfx( "weather/rain_splash_lite_4x64" );
level._effect[ "rain_splash_lite_4x128" ] = loadfx( "weather/rain_splash_lite_4x128" );
level._effect[ "rain_splash_lite_8x64" ] = loadfx( "weather/rain_splash_lite_8x64" );
level._effect[ "rain_splash_lite_8x128" ] = loadfx( "weather/rain_splash_lite_8x128" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
//WHITEHOUSE
level._effect[ "fire_tree_slow_longrange" ] = loadfx( "fire/fire_tree_slow_longrange" );
level._effect[ "green_flare" ] = loadfx( "misc/flare_ambient_green" );
level._effect[ "player_flare" ] = loadfx( "impacts/small_metalhit" );
level._effect[ "carpetbomb" ] = loadfx( "explosions/helicopter_explosion" );
//CHANDELIER
level._effect[ "wire_spark" ] = loadfx( "explosions/transformer_spark_runner" );
//LIGHTING
level._effect[ "lightning" ] = loadfx( "weather/lightning" );
level._effect[ "lightning_bolt" ] = loadfx( "weather/lightning_bolt" );
level._effect[ "lightning_bolt_lrg" ] = loadfx( "weather/lightning_bolt_lrg" );
// Rain
level._effect[ "rain_10" ] = loadfx( "weather/rain_heavy_mist" );
level._effect[ "rain_9" ] = loadfx( "weather/rain_9_lite" );
level._effect[ "rain_8" ] = loadfx( "weather/rain_8_lite" );
level._effect[ "rain_7" ] = loadfx( "weather/rain_7_lite" );
level._effect[ "rain_6" ] = loadfx( "weather/rain_6_lite" );
level._effect[ "rain_5" ] = loadfx( "weather/rain_5_lite" );
level._effect[ "rain_4" ] = loadfx( "weather/rain_4_lite" );
level._effect[ "rain_3" ] = loadfx( "weather/rain_3_lite" );
level._effect[ "rain_2" ] = loadfx( "weather/rain_2_lite" );
level._effect[ "rain_1" ] = loadfx( "weather/rain_1_lite" );
level._effect[ "rain_0" ] = loadfx( "misc/blank" );
}

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#include common_scripts\utility;
main()
{
maps\createfx\estate_fx::main();
level._effect[ "bouncing_betty_launch" ] = loadfx( "impacts/bouncing_betty_launch_dirt" );
level._effect[ "bouncing_betty_explosion" ] = loadfx( "explosions/bouncing_betty_explosion" );
level._effect[ "bouncing_betty_swirl" ] = loadfx( "dust/bouncing_betty_swirl" );
level._effect[ "smoke_cloud" ] = loadfx( "smoke/smoke_grenade" );
level._effect[ "mortar" ][ "dirt" ] = loadfx( "explosions/artilleryExp_dirt_brown_2" );
level._effect[ "breach_estate_door" ] = LoadFX( "explosions/breach_door2" );
level._effect[ "fenceblast" ] = loadfx( "explosions/artilleryExp_dirt_brown" );
level._effect[ "suicide_bomber" ] = loadfx( "explosions/propane_large_exp" );
level._effect[ "redsmoke" ] = loadfx( "smoke/signal_smoke_red_estate" );
level._effect[ "bodydump_dust_large" ] = loadfx( "impacts/bodydump_dust_large_runner" );
level._effect[ "flesh_hit_body_fatal_exit" ] = loadfx( "impacts/flesh_hit_body_fatal_exit" );
level._effect[ "gas_can_splash" ] = loadfx( "props/gas_can_splash" );
level._effect[ "gas_can_drips" ] = loadfx( "props/gas_can_drips" );
level._effect[ "gasoline_fire_on_player" ] = loadfx( "fire/firelp_med_pm_estate" );
level._effect[ "gasoline_fire_on_player_ignite" ] = loadfx( "fire/firelp_med_pm_estate_ignite" );
level._effect[ "cigar_glow" ] = loadFX( "fire/cigar_glow" );
level._effect[ "cigar_glow_puff" ] = loadFX( "fire/cigar_glow_puff" );
level._effect[ "cigar_smoke_puff" ] = loadFX( "smoke/cigarsmoke_puff" );
level._effect[ "cigar_exhale_estate" ] = loadFX( "smoke/cigarsmoke_exhale_estate" );
level._effect[ "anaconda_muzzle_flash" ] = loadFX( "muzzleflashes/pistolflash" );
//ambient fx
level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "leaves_ground_gentlewind_dust" ] = loadfx( "misc/leaves_ground_gentlewind_dust" );
level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "leaves_spiral_estate_ending" ] = loadfx( "misc/leaves_spiral_estate_ending" );
level._effect[ "ground_fog1200x1200_estate" ] = loadfx( "smoke/ground_fog1200x1200_estate" );
level._effect[ "ground_fog1200x1200_estate_2" ] = loadfx( "smoke/ground_fog1200x1200_estate_2" );
level._effect[ "fog_ground_200" ] = loadfx( "smoke/fog_ground_200" );
level._effect[ "fog_ground_400" ] = loadfx( "smoke/fog_ground_400" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash_estate" );
level._effect[ "waterfall_splash_large" ] = loadfx( "water/waterfall_splash_large_estate" );
level._effect[ "waterfall_splash_large_drops" ] = loadfx( "water/waterfall_splash_large_drops_estate" );
level._effect[ "falling_water_trickle" ] = loadfx( "water/falling_water_trickle" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "dust_outdoor_large" ] = loadfx( "dust/dust_outdoor_large" );
level._effect[ "bird_takeoff_pm" ] = loadfx( "misc/bird_takeoff_pm" );
level._effect[ "breach_room_residual_estate" ] = loadfx( "explosions/breach_room_residual_estate" );
level._effect[ "breach_room_residual_estate_fill" ] = loadfx( "explosions/breach_room_residual_estate_fill" );
level._effect[ "heli_dust_estate" ] = loadfx( "treadfx/heli_dust_estate" );
level._effect[ "heli_dust_estate_large" ] = loadfx( "treadfx/heli_dust_estate_large" );
level._effect[ "thin_black_smoke_M" ] = loadfx( "smoke/thin_black_smoke_M" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "steam_solar_panels" ] = loadfx( "smoke/steam_solar_panels" );
}

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{
"maxBounces" "2"
"radiosityScale" "1"
"skycolor" "0.658824 0.796078 1"
"skylight" "0.675"
"_color" "0.5 0.5 .62"
"ambient" ".116"
"classname" "worldspawn"
"sundirection" "-33 -15 0"
"suncolor" "1 0.98 0.93"
"sunlight" "1.3"
"sunradiosity" "1.4"
"origin" "0 0 0"
}
{
"origin" "5548.5 -6562.5 544"
"targetname" "minimap_corner"
"classname" "script_origin"
}
{
"origin" "-10066.5 5400.5 544"
"targetname" "minimap_corner"
"classname" "script_origin"
}
{
"angles" "0 -22.2094 0"
"origin" "-2115.82 1298.6 1575.63"
"classname" "mp_global_intermission"
}
{
"angles" "0 -93.5766 0"
"origin" "-1771.53 1919.55 1099.2"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -92.478 0"
"origin" "-1561.19 1941.76 1092.85"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -63.7652 0"
"origin" "-1889.17 1510.52 1098.43"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 142.893 0"
"origin" "-1625.37 1215.13 1094.13"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -7.47675 0"
"origin" "-2053.87 1322.38 1100.4"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -179.6 0"
"origin" "2792.87 -1270.87 703.81"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -94.9005 0"
"origin" "2370.15 -1111.31 707.19"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -140.878 0"
"origin" "2014.08 -995.225 713.125"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -36.1895 0"
"origin" "1522.11 -1581.1 679.425"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 29.6735 0"
"origin" "559.125 -759.125 824.6"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 59.8914 0"
"origin" "337.125 -278.875 1018.13"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 164.278 0"
"origin" "-1607.13 389.774 1075.66"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 3.04816 0"
"origin" "-1986.87 96.125 1063.51"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 96.7396 0"
"origin" "-2255.63 -1393.34 1039.04"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 175.253 0"
"origin" "416.875 365.255 1024.13"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -0.198303 0"
"origin" "-1123.37 465.125 1034.13"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 3.64691 0"
"origin" "-515.589 -533.803 968.125"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 96.8989 0"
"origin" "836.663 -676.01 822.178"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -162.703 0"
"origin" "1552.53 -246.788 881.347"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -40.7159 0"
"origin" "1666.82 -782.998 696.213"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 148.249 0"
"origin" "809.292 3238.62 1828.19"
"targetname" "heli_start"
"classname" "script_origin"
}
{
"angles" "0 148.249 0"
"origin" "-486.088 91.9325 1694.33"
"targetname" "heli_spot_1"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_2"
}
{
"angles" "0 148.249 0"
"origin" "-2242.89 -155.059 1785.93"
"targetname" "heli_spot_2"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_3"
}
{
"angles" "0 148.249 0"
"origin" "-1661.64 656.741 2030.35"
"targetname" "heli_spot_3"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_4"
}
{
"angles" "0 148.249 0"
"origin" "-444.876 -294.951 1495.21"
"targetname" "heli_spot_4"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_5"
}
{
"angles" "0 148.249 0"
"origin" "1130.73 -792.222 1638.51"
"targetname" "heli_spot_5"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_6"
}
{
"angles" "0 148.249 0"
"origin" "2208.43 -1603.57 1896.2"
"targetname" "heli_spot_6"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_7"
}
{
"angles" "0 148.249 0"
"origin" "2503.4 -19.8586 1946.82"
"targetname" "heli_spot_7"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_8"
}
{
"angles" "0 148.249 0"
"origin" "2758.37 164.776 1771.74"
"targetname" "heli_spot_8"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_9"
}
{
"angles" "0 148.249 0"
"origin" "4243.97 40.4671 1579.52"
"targetname" "heli_spot_9"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
}
{
"angles" "0 148.249 0"
"origin" "4891.69 -96.7409 1649.67"
"targetname" "heli_leave"
"classname" "script_origin"
}
{
"angles" "0 148.249 0"
"origin" "5379.9 -367.338 1759.45"
"targetname" "heli_loop_start"
"classname" "script_origin"
"target" "heli_spot_1"
}
{
"angles" "0 148.249 0"
"origin" "5770.4 -503.266 1798.86"
"targetname" "heli_crash_start"
"classname" "script_origin"
"target" "heli_crash_end"
}
{
"angles" "0 148.249 0"
"origin" "5971.06 -27.881 1891.85"
"targetname" "heli_crash_end"
"classname" "script_origin"
}

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#include common_scripts\utility;
main()
{
//scripted FX
level._effect[ "jumper_cables" ] = loadfx( "misc/jumper_cable_sparks" );
level._effect[ "blood" ] = loadfx( "impacts/sniper_escape_blood" );
level._effect[ "blood_dashboard_splatter" ] = loadfx( "impacts/blood_dashboard_splatter" );
level._effect[ "glass_exit" ] = loadfx( "impacts/glass_exit_car" );
level._effect[ "car_glass_interior" ] = loadfx( "props/car_glass_interior_favela" );
level._effect[ "plant_large_thrower" ] = loadfx( "props/plant_large_thrower" );
level._effect[ "plant_medium_thrower" ] = loadfx( "props/plant_medium_thrower" );
level._effect[ "plant_small_thrower" ] = loadfx( "props/plant_small_thrower" );
level._effect[ "falling_dust" ] = loadfx( "dust/ceiling_dust_default" );
level._effect[ "cash_trail" ] = loadfx( "props/cash_trail" );
level._effect[ "cash_drop" ] = loadfx( "props/cash_drop" );
//Ending
level._effect[ "glass_dust_trail" ] = loadfx( "dust/glass_dust_trail_emitter" );
level._effect[ "car_crush_glass_med" ] = loadfx( "props/car_glass_med" );
level._effect[ "car_crush_glass_large" ] = loadfx( "props/car_glass_large" );
level._effect[ "car_crush_dust" ] = loadfx( "dust/car_crush_dust" );
//ambient fx
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
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_large_pm" ] = loadfx( "fire/firelp_large_pm" );
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
level._effect[ "thin_black_smoke_M" ] = LoadFX( "smoke/thin_black_smoke_M" );
level._effect[ "thin_black_smoke_L" ] = LoadFX( "smoke/thin_black_smoke_L_nofog" );
maps\createfx\favela_fx::main();
}

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#include common_scripts\utility;
#include maps\_utility;
main()
{
level._effect[ "breach_price" ] = LoadFX( "explosions/gulag_price_breach" );
level._effect[ "water_stop" ] = LoadFX( "misc/parabolic_water_stand" );
level._effect[ "water_movement" ] = LoadFX( "misc/parabolic_water_movement" );
//Underground Exploders
level._effect[ "sparks_e_sound" ] = LoadFX( "explosions/sparks_e_sound" );
level._effect[ "welding_small_extended" ] = LoadFX( "misc/welding_small_extended" );
level._effect[ "grenade_wood" ] = LoadFX( "explosions/grenadeExp_wood" );
level._effect[ "headshot" ] = LoadFX( "impacts/flesh_hit_head_fatal_exit" );
level._effect[ "hallway_collapsing" ] = LoadFX( "misc/hallway_collapsing" );
level._effect[ "hallway_collapsing_big" ] = LoadFX( "misc/hallway_collapsing_big" );
level._effect[ "hallway_collapsing_huge" ] = LoadFX( "misc/hallway_collapsing_huge" );
level._effect[ "hallway_collapsing_chase" ] = LoadFX( "misc/hallway_collapsing_chase" );
level._effect[ "hallway_collapsing_cavein" ] = LoadFX( "misc/hallway_collapsing_cavein" );
level._effect[ "hallway_collapsing_cavein_short" ] = LoadFX( "misc/hallway_collapsing_cavein_short" );
level._effect[ "hallway_collapsing_burst" ] = LoadFX( "misc/hallway_collapsing_burst" );
level._effect[ "hallway_collapsing_burst_no_linger" ] = LoadFX( "misc/hallway_collapsing_burst_no_linger" );
level._effect[ "hallway_collapsing_major" ] = LoadFX( "misc/hallway_collapsing_major" );
level._effect[ "hallway_collapsing_major_norocks" ] = LoadFX( "misc/hallway_collapsing_major_norocks" );
level._effect[ "hallway_collapse_smoke_runner" ] = LoadFX( "smoke/hallway_collapse_smoke_runner" );
level._effect[ "hallway_collapse_smoke_runner_short" ] = LoadFX( "smoke/hallway_collapse_smoke_runner_short" );
level._effect[ "hallway_cavein_smoke_runner_no_linger" ] = LoadFX( "smoke/hallway_cavein_smoke_runner_no_linger" );
level._effect[ "hallway_collapse_smoke_swirl_runner" ] = LoadFX( "smoke/hallway_collapse_smoke_swirl_runner" );
level._effect[ "hallway_collapse_ceiling_smoke" ] = LoadFX( "smoke/hallway_collapse_ceiling_smoke" );
level._effect[ "hallway_cavein_smoke_runner" ] = LoadFX( "smoke/hallway_cavein_smoke_runner" );
//Player Footstep fx
level._effect[ "footstep_snow_small" ] = LoadFX( "impacts/footstep_snow_small" );
level._effect[ "footstep_snow" ] = LoadFX( "impacts/footstep_snow" );
//
level._effect[ "ceiling_collapse_dirt1" ] = LoadFX( "dust/ceiling_collapse_dirt1" );
level._effect[ "ceiling_collapse_dirt1_decal" ] = LoadFX( "dust/ceiling_collapse_dirt1_decal" );
level._effect[ "ceiling_rock_break" ] = LoadFX( "misc/ceiling_rock_break" );
level._effect[ "ceiling_rock_break_decal" ] = LoadFX( "misc/ceiling_rock_break_decal" );
level._effect[ "ceiling_rock_break_grow" ] = LoadFX( "misc/ceiling_rock_break_grow" );
level._effect[ "rock_falling_large" ] = LoadFX( "misc/rock_falling_large" );
level._effect[ "glass_falling" ] = LoadFX( "misc/glass_falling" );
//Center Lightshaft
level._effect[ "falling_debris_ring" ] = LoadFX( "misc/falling_debris_ring" );
level._effect[ "trash_paper_dropping" ] = LoadFX( "misc/trash_paper_dropping" );
//Waterfall
level._effect[ "waterfall_drainage" ] = LoadFX( "water/waterfall_drainage" );
level._effect[ "waterfall_drainage_short" ] = LoadFX( "water/waterfall_drainage_short" );
level._effect[ "waterfall_drainage_distortion" ] = LoadFX( "water/waterfall_drainage_distortion" );
level._effect[ "waterfall_drainage_splash" ] = LoadFX( "water/waterfall_drainage_splash" );
level._effect[ "waterfall_drainage_splash_falling" ] = LoadFX( "water/waterfall_drainage_splash_falling" );
level._effect[ "gulag_cafe_spotlight" ] = LoadFX( "misc/gulag_cafe_spotlight" );
level._effect[ "firelp_large_pm" ] = LoadFX( "fire/firelp_large_pm" );
level._effect[ "firelp_med_pm" ] = LoadFX( "fire/firelp_med_pm" );
level._effect[ "flare_start_gulag" ] = LoadFX( "misc/flare_start_gulag" );
level._effect[ "flare_gulag" ] = LoadFX( "misc/flare_gulag" );
level._effect[ "water_slide" ] = LoadFX( "water/water_slide" );
level._effect[ "water_slide_splash" ] = LoadFX( "water/water_slide_splash" );
level._effect[ "water_slide_start" ] = LoadFX( "water/water_slide_start" );
//Final Room
level._effect[ "falling_water_trickle" ] = LoadFX( "water/falling_water_trickle" );
level._effect[ "wall_explosion_2" ] = LoadFX( "explosions/wall_explosion_2" );
level._effect[ "wall_explosion_2_short" ] = LoadFX( "explosions/wall_explosion_2_short" );
level._effect[ "wall_explosion_2_short_nosmoke" ] = LoadFX( "explosions/wall_explosion_2_short_nosmoke" );
level._effect[ "building_explosion_mega_gulag" ] = LoadFX( "explosions/building_explosion_mega_gulag" );
level._effect[ "fireball_gulag" ] = LoadFX( "explosions/fireball_gulag" );
level._effect[ "player_cavein" ] = LoadFX( "smoke/player_cavein" );
level._effect[ "debri_explosion" ] = LoadFX( "explosions/debri_explosion" );
level._effect[ "falling_debrigulag_evac" ] = LoadFX( "misc/falling_debris_gulag_evac" );
//Scripted Lights & Stuff
level._effect[ "dlight_blue" ] = LoadFX( "misc/dlight_blue" );
level._effect[ "dlight_blue_flicker" ] = LoadFX( "misc/dlight_blue_flicker" );
level._effect[ "dlight_red" ] = LoadFX( "misc/dlight_red" );
level._effect[ "flesh_hit" ] = LoadFX( "impacts/flesh_hit_body_fatal_exit" );
//Intro Fx
level._effect[ "minigun_shell_eject" ] = LoadFX( "shellejects/20mm_mp" );
level._effect[ "f15_missile" ] = LoadFX( "smoke/smoke_geotrail_sidewinder" );
level._effect[ "missile_brackets" ] = LoadFX( "misc/missile_brackets" );
level._effect[ "javelin_ignition" ] = LoadFX( "misc/javelin_ignition_gulag" );
level._effect[ "jet_afterburner_ignite" ] = LoadFX( "fire/jet_afterburner_ignite" );
level._effect[ "javelin_trail" ] = LoadFX( "smoke/smoke_geotrail_javelin_gulag_flyin" );
level._effect[ "tracer_incoming" ] = LoadFX( "misc/tracer_incoming" );
level._effect[ "smoke_swirl_runner_dual" ] = LoadFX( "smoke/smoke_swirl_runner_dual" );
level._effect[ "missile_explosion" ] = LoadFX( "explosions/vehicle_explosion_bmp" );
level._effect[ "f15_smoke" ] = LoadFX( "smoke/smoke_trail_black_jet" );
level._effect[ "building_explosion_gulag" ] = LoadFX( "explosions/building_explosion_gulag" );
level._effect[ "building_explosion_gulag_blowback" ] = LoadFX( "explosions/building_explosion_gulag_blowback" );
level._effect[ "building_explosion_huge_gulag" ] = LoadFX( "explosions/building_explosion_huge_gulag" );
level._effect[ "building_explosion_metal_gulag" ] = LoadFX( "explosions/building_explosion_metal_gulag" );
level._effect[ "bhd_dirt" ] = LoadFX( "impacts/bhd_dirt" );
level._effect[ "smoke_pushed" ] = LoadFX( "smoke/smoke_pushed" );
level._effect[ "jet_crash" ] = LoadFX( "explosions/jet_crash" );
level._effect[ "jet_crash_bounce" ] = LoadFX( "explosions/jet_crash_bounce" );
level._effect[ "jet_crash_smoke_blow_1" ] = LoadFX( "explosions/jet_crash_smoke_blow_1" );
level._effect[ "jet_crash_smoke_blow_2" ] = LoadFX( "explosions/jet_crash_smoke_blow_2" );
level._effect[ "jet_crash_smoke_fill" ] = LoadFX( "explosions/jet_crash_smoke_fill" );
level._effect[ "thin_black_smoke_L" ] = LoadFX( "smoke/thin_black_smoke_L" );
level._effect[ "thick_black_smoke_L" ] = LoadFX( "smoke/thick_black_smoke_L" );
level._effect[ "missile_trail" ] = LoadFX( "smoke/gulag_missile_trail" );
add_earthquake( "boat_artillery", 0.35, 0.75, 4500 );
add_earthquake( "ceiling_collapse", 0.4, 4, 4500 );
//Ambient FX
level._effect[ "powerline_runner_10sec_line" ] = LoadFX( "explosions/powerline_runner_10sec_line" );
level._effect[ "amb_ash" ] = LoadFX( "smoke/amb_ash" );
level._effect[ "amb_smoke_blend" ] = LoadFX( "smoke/amb_smoke_blend" );
level._effect[ "battlefield_smokebank_bog_a" ] = LoadFX( "smoke/battlefield_smokebank_bog_a" );
level._effect[ "amb_smoke_add" ] = LoadFX( "smoke/amb_smoke_add" );
level._effect[ "battlefield_smokebank_S" ] = LoadFX( "smoke/battlefield_smokebank_S" );
level._effect[ "insect_trail_runner" ] = LoadFX( "misc/insect_trail_runner" );
level._effect[ "moth_runner" ] = LoadFX( "misc/moth_runner" );
level._effect[ "dust_wind_slow_broadcast" ] = LoadFX( "dust/dust_wind_slow_broadcast" );
level._effect[ "fog_bog_a" ] = LoadFX( "weather/fog_bog_a" );
level._effect[ "dust_ceiling_ash_small" ] = LoadFX( "dust/dust_ceiling_ash_small" );
level._effect[ "hallway_smoke_light" ] = LoadFX( "smoke/hallway_smoke_light" );
level._effect[ "hawk" ] = LoadFX( "weather/hawk" );
level._effect[ "dust_wind_slow_loop_gulag" ] = LoadFX( "dust/dust_wind_slow_loop_gulag" );
level._effect[ "firelp_med_pm" ] = LoadFX( "fire/firelp_med_pm" );
level._effect[ "firelp_small_pm" ] = LoadFX( "fire/firelp_small_pm" );
level._effect[ "drips_slow" ] = LoadFX( "misc/drips_slow" );
level._effect[ "drips_slow_infrequent" ] = LoadFX( "misc/drips_slow_infrequent" );
level._effect[ "fire_falling_runner_point" ] = LoadFX( "fire/fire_falling_runner_point" );
// Cloud FX
level._effect[ "cloud_bank_far_gulag" ] = LoadFX( "weather/cloud_bank_far_gulag" );
level._effect[ "cloud_bank_gulag" ] = LoadFX( "weather/cloud_bank_gulag" );
level._effect[ "cloud_bank_gulag_z_feather" ] = LoadFX( "weather/cloud_bank_gulag_z_feather" );
level._effect[ "cloud_bank_thick_gulag" ] = LoadFX( "weather/cloud_bank_thick_gulag" );
level._effect[ "cloud_bank_opaque_1_gulag" ] = LoadFX( "weather/cloud_bank_opaque_1_gulag" );
level._effect[ "cloud_bank_opaque_2_gulag" ] = LoadFX( "weather/cloud_bank_opaque_2_gulag" );
level._effect[ "cloud_bank_opaque_oriented_gulag" ] = LoadFX( "weather/cloud_bank_opaque_oriented_gulag" );
level._effect[ "cloud_bank_cloud_filler_gulag" ] = LoadFX( "weather/cloud_bank_cloud_filler_gulag" );
level._effect[ "cloud_bank_cloud_filler_tight_gulag" ] = LoadFX( "weather/cloud_bank_cloud_filler_tight_gulag" );
level._effect[ "cloud_bank_cloud_filler_tight_hazy_gulag" ] = LoadFX( "weather/cloud_bank_cloud_filler_tight_hazy_gulag" );
level._effect[ "cloud_bank_cloud_filler_light_gulag" ] = LoadFX( "weather/cloud_bank_cloud_filler_light_gulag" );
level._effect[ "gulag_clouds" ] = LoadFX( "weather/gulag_clouds" );
if ( !isdefined( level.script ) )
level.script = ToLower( GetDvar( "mapname" ) );
if ( !getdvarint( "r_reflectionProbeGenerate" ) )
maps\createfx\gulag_fx::main();
thread treadfx_override();
}

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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" );
}

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#include common_scripts\utility;
#include maps\_utility;
main()
{
thread precacheFX();
maps\createfx\oilrig_fx::main();
}
precacheFX()
{
level._effect[ "pipe_steam" ] = LoadFX( "impacts/pipe_steam" );
level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "minigun_shell_eject" ] = loadfx( "shellejects/20mm_mp" );
level._effect[ "cold_breath" ] = loadfx( "misc/cold_breath" );
level._effect[ "player_death_explosion" ] = loadfx( "explosions/player_death_explosion" );
level._effect[ "smokescreen" ] = loadfx( "smoke/smoke_screen" );
level._effect[ "sdv_prop_wash_1" ] = loadfx( "water/sdv_prop_wash_1" );
//level._effect[ "sub_prop_wash_1" ] = loadfx( "water/sdv_prop_wash_1" );
level._effect[ "sdv_contrail" ] = loadfx( "smoke/jet_contrail" );
level._effect[ "scuba_bubbles" ] = loadfx( "water/scuba_bubbles_breath" );
level._effect[ "scuba_bubbles_friendly" ] = loadfx( "water/scuba_bubbles_breath" );
level._effect[ "oilrig_underwater_ambient" ] = loadfx( "water/oilrig_underwater_ambient" );
level._effect[ "oilrig_underwater_ambient_emitter" ] = loadfx( "water/oilrig_underwater_ambient_emitter" );
level._effect[ "oilrig_underwater_ambient_looped" ] = loadfx( "water/oilrig_underwater_ambient_looped" );
level._effect[ "fish_school01" ] = loadfx( "animals/fish_school01" );
level._effect[ "fish_school_top_oilrig_base" ] = loadfx( "animals/fish_school_top_oilrig_base" );
level._effect[ "fish_school_side_med" ] = loadfx( "animals/fish_school_side_med" );
level._effect[ "fish_school_side_large" ] = loadfx( "animals/fish_school_side_large" );
level._effect[ "oilrig_underwater_caustic" ] = loadfx( "water/oilrig_underwater_caustic" );
level._effect[ "bloodspurt_underwater" ] = loadfx( "water/blood_spurt_underwater" );
level._effect[ "deathfx_bloodpool_underwater" ] = loadfx( "impacts/deathfx_bloodpool_underwater" );
level._effect[ "splash_underwater_stealthkill" ] = loadfx( "water/splash_underwater_stealthkill" );
level._effect[ "drips_player_hand" ] = loadfx( "water/drips_player_hand" );
level._effect[ "oil_rig_fire" ] = loadfx( "fire/oil_rig_fire" );
level._effect[ "wavebreak_oilrig_runner" ] = loadfx( "misc/wavebreak_oilrig_runner" );
level._effect[ "water_froth_oilrig" ] = loadfx( "misc/water_froth_oilrig" );
level._effect[ "water_froth_oilrig_leg_runner" ] = loadfx( "misc/water_froth_oilrig_leg_runner" );
level._effect[ "bird_seagull_flock_large" ] = loadfx( "misc/bird_seagull_flock_large" );
level._effect[ "powerline_runner" ] = loadfx( "explosions/powerline_runner" );
level._effect[ "oilrig_drips_riser" ] = loadfx( "water/oilrig_drips_riser" );
level._effect[ "splash_ring_32_oilrig" ] = loadfx( "water/splash_ring_32_oilrig" );
level._effect[ "drips_slow" ] = loadfx( "misc/drips_slow" );
level._effect[ "steam_vent_small" ] = loadfx( "smoke/steam_vent_small" );
level._effect[ "steam_manhole" ] = loadfx( "smoke/steam_manhole" );
level._effect[ "steam_room_100" ] = loadfx( "smoke/steam_room_100" );
level._effect[ "steam_hall_200" ] = loadfx( "smoke/steam_hall_200" );
level._effect[ "steam_room_100_orange" ] = loadfx( "smoke/steam_room_100_orange" );
level._effect[ "steam_hall_200_orange" ] = loadfx( "smoke/steam_hall_200_orange" );
level._effect[ "light_glow_grating_yellow" ] = loadfx( "misc/light_glow_grating_yellow" );
level._effect[ "oilrig_debri_large" ] = loadfx( "misc/oilrig_debri_large" );
level._effect[ "ground_fog_oilrig" ] = loadfx( "smoke/ground_fog_oilrig" );
level._effect[ "ground_fog_oilrig_far" ] = loadfx( "smoke/ground_fog_oilrig_far" );
level._effect[ "thin_black_smoke_M" ] = loadfx( "smoke/thin_black_smoke_M_nofog" );
level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L_nofog" );
level._effect[ "thin_black_smoke_S" ] = loadfx( "smoke/thin_black_smoke_S_nofog" );
level._effect[ "underwater_particulates_01" ] = loadfx( "dust/light_shaft_dust_large" );
level._effect[ "underwater_particulates_02" ] = loadfx( "dust/room_dust_200" );
level._effect[ "underwater_particulates_03" ] = loadfx( "dust/room_dust_100" );
level._effect[ "body_splash_railing" ] = loadfx( "impacts/water_splash_bodydump" );
level._effect[ "ambush_explosion_03" ] = loadfx( "explosions/window_explosion_1_oilrig" );
level._effect[ "ambush_explosion_room" ] = loadfx( "explosions/room_explosion_oilrig" );
level._effect[ "light_c4_blink_nodlight" ] = loadfx( "misc/light_c4_blink_nodlight" );
level._effect[ "zodiac_wake_geotrail_oilrig" ] = loadfx( "treadfx/zodiac_wake_geotrail_oilrig" );
level._effect[ "sub_surface_runner" ] = loadfx( "water/sub_surface_runner" );
// "hunted light" required zfeather == 1 and r_zfeather is undefined on console. So, test for != "0".
if ( getdvarint( "sm_enable" ) && getdvar( "r_zfeather" ) != "0" )
level._effect[ "spotlight" ] = loadfx( "misc/hunted_spotlight_model" );
else
level._effect[ "spotlight" ] = loadfx( "misc/spotlight_large" );
level._effect[ "heli_dlight_blue" ] = loadfx( "misc/aircraft_light_cockpit_blue" );
}

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#include common_scripts\utility;
main()
{
level._effect[ "thick_black_smoke_L" ] = loadfx( "smoke/thick_black_smoke_L" );
level._effect[ "minigun_burnout" ] = loadfx( "smoke/minigun_burnout" );
level._effect[ "rocket_explode" ] = loadfx( "explosions/grenadeExp_dirt_1" );
level._effect[ "bmp_explosion" ] = loadfx( "explosions/vehicle_explosion_bmp" );
level._effect[ "mortar_muzzle" ] = loadfx( "muzzleflashes/mortar_flash" );
level._effect[ "rpg_trail" ] = loadfx( "smoke/smoke_geotrail_rpg" );
level._effect[ "rpg_muzzle" ] = loadfx( "muzzleflashes/at4_flash" );
level._effect[ "m203" ] = loadfx( "muzzleflashes/m203_flshview" );
level._effect[ "car_dirt" ] = loadfx( "impacts/large_dirt_1" );
level._effect[ "car_spark" ] = loadfx( "impacts/large_metalhit_1" );
level._effect[ "headshot" ] = loadfx( "impacts/flesh_hit_head_fatal_exit" );
level._effect[ "bodyshot" ] = loadfx( "impacts/flesh_hit" );
level._effect[ "100ton_bomb" ] = loadfx( "explosions/100ton_bomb" );
level._effect[ "100ton_bomb_shockwave" ] = loadfx( "explosions/100ton_bomb_shockwave" );
level._effect[ "100ton_bomb_secondary" ] = loadfx( "explosions/100ton_bomb_secondary" );
level._effect[ "bomb_incoming" ] = loadfx( "misc/bomb_incoming" );
level._effect[ "shockwave_dust_linger" ] = loadfx( "dust/shockwave_dust_linger" );
level._effect[ "building_collapse_street_dust" ] = loadfx( "dust/building_collapse_street_dust_roadkill" );
level._effect[ "building_collapse_updraft" ] = loadfx( "dust/building_collapse_updraft_roadkill" );
level._effect[ "building_collapse_runner" ] = loadfx( "dust/building_collapse_runner_roadkill" );
level._effect[ "building_collapse_stree_dust_bg_roadkill" ] = loadfx( "dust/building_collapse_stree_dust_bg_roadkill" );
level._effect[ "falling_debris_small" ] = loadfx( "misc/falling_debris_small" );
level._effect[ "falling_debris_large" ] = loadfx( "misc/falling_debris_large" );
level._effect[ "falling_debris_runner" ] = loadfx( "misc/falling_debris_runner" );
level._effect[ "falling_debris_runner_400x400" ] = loadfx( "misc/falling_debris_runner_400x400" );
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_large_pm" ] = loadfx( "fire/firelp_large_pm" );
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
level._effect[ "car_damage_whitesmoke_loop" ] = loadfx( "smoke/car_damage_whitesmoke_loop" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
level._effect[ "thin_black_smoke_M" ] = LoadFX( "smoke/thin_black_smoke_M" );
level._effect[ "thin_black_smoke_L" ] = LoadFX( "smoke/thin_black_smoke_L_nofog" );
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" );
level._effect[ "dust_wind_fast_light" ] = LoadFX( "dust/dust_wind_fast_light" );
level._effect[ "insects_carcass_runner" ] = LoadFX( "misc/insects_carcass_runner" );
/*-----------------------
MORTAR EFFECTS & SOUNDS
-------------------------*/
level._effect[ "mortar_large" ] = loadfx( "explosions/artilleryExp_dirt_brown_2" );
level._effect[ "mortar_water" ] = loadfx( "explosions/mortarExp_water" );
level._effect[ "vehicle_scrape_sparks" ] = loadfx( "misc/vehicle_scrape_sparks" );
maps\createfx\roadkill_fx::main();
}

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main()
{
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[ "thin_black_smoke_l" ] = loadfx( "smoke/thin_black_smoke_M" );
level._effect[ "thin_black_smoke_m" ] = loadfx( "smoke/thin_black_smoke_L" );
level._effect[ "jet_afterburner" ] = loadfx( "fire/jet_afterburner" );
level._effect[ "dust_ceiling_fall" ] = loadfx( "dust/train_dust_linger" );
level._effect[ "bridge_collapse_main" ] = loadfx( "dust/bridge_collapse_main" );
level._effect[ "bridge_explode" ] = loadfx( "explosions/bridge_explode" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400_bridge" );
level._effect[ "falling_brick_runner_line_200" ] = loadfx( "misc/falling_brick_runner_line_200_bridge" );
maps\createfx\so_bridge_fx::main();
}

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main()
{
level._effect[ "church_roof_exp" ] = loadfx( "explosions/church_roof_explosion" );
level._effect[ "dust_wind_leaves_chernobyl" ] = loadfx( "dust/dust_wind_leaves_chernobyl" );
level._effect[ "thin_black_smoke_M" ] = loadfx( "smoke/thin_black_smoke_M" );
level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L" );
level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" );
level._effect[ "light_shaft_dust_med" ] = loadfx( "dust/light_shaft_dust_med" );
level._effect[ "light_shaft_dust_large" ] = loadfx( "dust/light_shaft_dust_large" );
level._effect[ "room_dust_200" ] = loadfx( "dust/room_dust_200" );
level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100" );
level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
level._effect[ "dust_wind_spiral" ] = loadfx( "dust/dust_spiral_runner" );
level._effect[ "bird" ] = loadfx( "misc/bird" );
level._effect[ "bird_takeoff" ] = loadfx( "misc/bird_takeoff" );
level._effect[ "water_splash_bodydump" ] = loadfx( "impacts/water_splash_bodydump" );
level._effect[ "dog_bite_blood" ] = loadfx( "impacts/flesh_hit_body_fatal_exit" );
level.flare_fx[ "hind" ] = loadfx( "misc/flares_cobra" );
level._effect[ "glass_break" ] = loadfx( "props/car_glass_large" );
maps\createfx\so_ghillies_fx::main();
}

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{
"classname" "worldspawn"
"suncolor" "1 0.819608 0.623529"
"sunlight" "1.15"
"sundirection" "-20 49 0"
"sunradiosity" "1.45"
"ambient" ".05"
"_color" "1 0.803922 0.392157"
"skycolor" "0.666667 0.784314 1"
"skylight" "0.6"
"maxbounces" "1"
"radiosityScale" "1"
"origin" "0 0 0"
}
{
"origin" "0 -448 -32"
"angles" "0 90 0"
"classname" "info_player_start"
}
//DM Spawn
{
"angles" "0 135.051 0"
"origin" "-4300.64 2620.29 -188.8"
"classname" "mp_dm_spawn"
}
{
"angles" "0 -90.097 0"
"origin" "-3553.78 2797.39 -193.583"
"classname" "mp_dm_spawn"
}
{
"angles" "0 14.3939 0"
"origin" "-4277.18 2150.03 -191.732"
"classname" "mp_dm_spawn"
}
{
"angles" "0 166.961 0"
"origin" "-5375.13 2159.54 -183.875"
"classname" "mp_dm_spawn"
}
//{
//"angles" "0 124.07 0"
//"origin" "-5397.13 2588.19 -47.875"
//"classname" "mp_dm_spawn"
//}
{
"angles" "0 -69.9261 0"
"origin" "-5213.69 2967.15 -191.839"
"classname" "mp_dm_spawn"
}
//War Spawn
{
"angles" "0 -127.44 0"
"origin" "-5375.13 3056.88 -47.875"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 102.065 0"
"origin" "-5400.23 2582.39 -47.875"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -175.065 0"
"origin" "-5375.13 2345.41 -183.875"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 -27.9089 0"
"origin" "-5424.03 2157.47 -183.875"
"classname" "mp_tdm_spawn_allies_start"
}
{
"angles" "0 133.398 0"
"origin" "-3542.95 2812.89 -192.221"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 179.469 0"
"origin" "-3535.14 2636.35 -193.875"
"classname" "mp_tdm_spawn_axis_start"
}
{
"angles" "0 -114.174 0"
"origin" "-3551.12 2286.98 -191.875"
"classname" "mp_tdm_spawn_axis_start"
}
//{
//"angles" "0 -86.543 0"
//"origin" "-5428.27 2958.22 -47.875"
//"classname" "mp_tdm_spawn"
//}
{
"angles" "0 -3.62366 0"
"origin" "-5516.21 2155.42 -183.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 10.4333 0"
"origin" "-4295.16 2152.7 -191.79"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 115.765 0"
"origin" "-3736.59 2057.63 -190.668"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 177.92 0"
"origin" "-3497.33 2552.37 -191.875"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 144.307 0"
"origin" "-4297.37 2620.7 -188.828"
"classname" "mp_tdm_spawn"
}
{
"angles" "0 -87.0373 0"
"origin" "-5211.47 2987.01 -189.933"
"classname" "mp_tdm_spawn"
}
// minimap
{
"origin" "-256 6912 128"
"targetname" "minimap_corner"
"classname" "script_origin"
}
{
"origin" "-6400 768 128"
"targetname" "minimap_corner"
"classname" "script_origin"
}
//Killstreaks
{
"angles" "0 -112.433 0"
"origin" "-621.141 608.904 980.487"
"targetname" "heli_start"
"classname" "script_origin"
}
{
"angles" "0 -112.433 0"
"origin" "-7226.22 -458.531 947.746"
"targetname" "heli_start"
"classname" "script_origin"
}
{
"angles" "0 -112.433 0"
"origin" "-7600.93 4482.49 907.527"
"targetname" "heli_start"
"classname" "script_origin"
}
{
"angles" "0 -112.433 0"
"origin" "-5340.75 3152.42 857.711"
"targetname" "heli_spot_1"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_2"
}
{
"angles" "0 -112.433 0"
"origin" "-3560.55 2053.16 871.693"
"targetname" "heli_spot_2"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_3"
}
{
"angles" "0 -112.433 0"
"origin" "-3430.61 2978.97 723.083"
"targetname" "heli_spot_3"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_4"
}
{
"angles" "0 -112.433 0"
"origin" "-5302.97 1995.76 849.258"
"targetname" "heli_spot_4"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
"target" "heli_spot_5"
}
{
"angles" "0 -112.433 0"
"origin" "-4394.81 2567.05 872.464"
"targetname" "heli_spot_5"
"classname" "script_origin"
"script_accel" "20"
"script_airspeed" "60"
}
{
"angles" "0 -112.433 0"
"origin" "555.831 5680.64 1055.29"
"targetname" "heli_leave"
"classname" "script_origin"
}
{
"angles" "0 -112.433 0"
"origin" "1580.12 -634.398 1238.55"
"targetname" "heli_leave"
"classname" "script_origin"
}
{
"angles" "0 -112.433 0"
"origin" "-8386.98 -2077.2 1461.78"
"targetname" "heli_leave"
"classname" "script_origin"
}
{
"angles" "0 -112.433 0"
"origin" "-11076.4 4717.86 1471.83"
"targetname" "heli_leave"
"classname" "script_origin"
}
{
"angles" "0 -112.433 0"
"origin" "-8870.88 229.121 1066.56"
"targetname" "heli_loop_start"
"classname" "script_origin"
"target" "heli_spot_1"
}
{
"angles" "0 -112.433 0"
"origin" "-4483.43 3658.74 1037.02"
"targetname" "heli_crash_start"
"classname" "script_origin"
"target" "heli_crash_end"
}
{
"angles" "0 -112.433 0"
"origin" "-4555.64 6671.42 444.109"
"targetname" "heli_crash_end"
"classname" "script_origin"
}
//Fix
{
"classname" "script_brushmodel"
"angles" "0 90 0"
"origin" "-3454 2598 -190"
"model" "*3"
}
{
"classname" "script_brushmodel"
"angles" "0 270 0"
"origin" "-3452 2427 -190"
"model" "*3"
}
//glitchfix and ramp
{
"classname" "script_brushmodel"
"origin" "-5346 2840 -47.8"
"angles" "230 180 270"//230 180 270
"model" "*7"
}
{
"classname" "script_brushmodel"
"origin" "-5245 2840 -132"
"angles" "230 180 270"
"model" "*5"
}
//invisible
//down
{
"classname" "script_brushmodel"
"origin" "-5235.4 2789.8 -134"
"angles" "235 180 270"
"model" "*8"
}
//up
{
"classname" "script_brushmodel"
"origin" "-5290 2789.8 -95"
"angles" "235 180 270"
"model" "*8"
}
{
"angles" "0 -22.2212 0"
"origin" "-5328.93 3003.87 20.737"
"classname" "mp_global_intermission"
}
//ctf
{
"classname" "trigger_radius"
"radius" "160"
"height" "128"
"targetname" "flag_primary"
"origin" "-4450.76 2237.7 -188.978"
"script_gameobjectname" "dom onslaught"
"model" "prop_flag_neutral"
"script_label" "_a"
}
{
"targetname" "flag_descriptor"
"origin" "-4450.76 2237.7 -188.978"
"script_linkto" "flag2 flag3"
"script_linkname" "flag1"
"classname" "script_origin"
}
{
"classname" "trigger_radius"
"radius" "160"
"height" "128"
"targetname" "flag_primary"
"origin" "-5635.37 2740.65 -47.875"
"script_gameobjectname" "dom onslaught"
"model" "prop_flag_neutral"
"script_label" "_b"
}
{
"targetname" "flag_descriptor"
"origin" "-5635.37 2740.65 -47.875"
"script_linkto" "flag1 flag3"
"script_linkname" "flag2"
"classname" "script_origin"
}
{
"classname" "trigger_radius"
"radius" "160"
"height" "128"
"targetname" "flag_primary"
"origin" "-4631.58 2806.33 -191.86"
"script_gameobjectname" "dom onslaught"
"model" "prop_flag_neutral"
"script_label" "_c"
}
{
"targetname" "flag_descriptor"
"origin" "-4631.58 2806.33 -191.86"
"script_linkto" "flag2 flag1"
"script_linkname" "flag3"
"classname" "script_origin"
}
{
"script_gameobjectname" "ctf"
"target" "ctf_flag_allies"
"targetname" "ctf_trig_allies"
"origin" "-3537.07 2574.36 -193.677"
"height" "128"
"radius" "64"
"classname" "trigger_radius"
"angles" "0 312 0"
}
{
"gndLt" "4543499601"
"ltOrigin" "-3537.07 2574.36 -193.677"
"spawnflags" "4"
"script_gameobjectname" "ctf"
"origin" "-3537.07 2574.36 -193.677"
"targetname" "ctf_flag_allies"
"model" "prop_flag_neutral"
"classname" "script_model"
"angles" "0 312 0"
}
{
"script_gameobjectname" "ctf"
"targetname" "ctf_zone_allies"
"origin" "-3537.07 2574.36 -193.677"
"height" "128"
"radius" "64"
"classname" "trigger_radius"
"angles" "0 312 0"
}
{
"script_gameobjectname" "ctf"
"target" "ctf_flag_axis"
"targetname" "ctf_trig_axis"
"origin" "-5637.5 2682.44 -47.875"
"height" "128"
"radius" "64"
"classname" "trigger_radius"
"angles" "0 312 0"
}
{
"gndLt" "4543499601"
"ltOrigin" "-5637.5 2682.44 -47.875"
"spawnflags" "4"
"script_gameobjectname" "ctf"
"origin" "-5637.5 2682.44 -47.875"
"targetname" "ctf_flag_axis"
"model" "prop_flag_neutral"
"classname" "script_model"
"angles" "0 312 0"
}
{
"script_gameobjectname" "ctf"
"targetname" "ctf_zone_axis"
"origin" "-5637.5 2682.44 -47.875"
"height" "128"
"radius" "64"
"classname" "trigger_radius"
"angles" "0 312 0"
}
{
"angles" "0 143.242 0"
"origin" "-3553.98 2824.66 -193.277"
"classname" "mp_ctf_spawn_allies_start"
}
{
"angles" "0 175.261 0"
"origin" "-3539.9 2683.33 -193.469"
"classname" "mp_ctf_spawn_allies_start"
}
{
"angles" "0 179.897 0"
"origin" "-3522.96 2462.61 -191.875"
"classname" "mp_ctf_spawn_allies_start"
}
{
"angles" "0 -159.679 0"
"origin" "-3545.89 2287.45 -191.875"
"classname" "mp_ctf_spawn_allies_start"
}
{
"angles" "0 -95.2057 0"
"origin" "-5563.53 2439.37 -183.875"
"classname" "mp_ctf_spawn_axis_start"
}
{
"angles" "0 -90.2783 0"
"origin" "-5432.53 2458.82 -183.875"
"classname" "mp_ctf_spawn_axis_start"
}
{
"angles" "0 44.8975 0"
"origin" "-5738.32 2528.51 -47.875"
"classname" "mp_ctf_spawn_axis_start"
}
{
"angles" "0 -60.1428 0"
"origin" "-5733.3 3044.54 -47.875"
"classname" "mp_ctf_spawn_axis_start"
}
{
"angles" "0 -135.19 0"
"origin" "-5409.43 3023.26 -47.875"
"classname" "mp_ctf_spawn_axis_start"
}
{
"angles" "0 121.653 0"
"origin" "-5391.69 2585.25 -47.875"
"classname" "mp_ctf_spawn_axis_start"
}
{
"angles" "0 -91.9098 0"
"origin" "-5469.73 2459.57 -183.875"
"classname" "mp_ctf_spawn_axis"
}
{
"angles" "0 -68.4375 0"
"origin" "-5592.02 2465.12 -183.875"
"classname" "mp_ctf_spawn_axis"
}
{
"angles" "0 -170.72 0"
"origin" "-5375.92 2349.08 -183.875"
"classname" "mp_ctf_spawn_axis"
}
{
"angles" "0 151.789 0"
"origin" "-5375.13 2039.15 -183.875"
"classname" "mp_ctf_spawn_axis"
}
{
"angles" "0 -57.572 0"
"origin" "-5222.58 2988.28 -189.81"
"classname" "mp_ctf_spawn_axis"
}
{
"angles" "0 138.386 0"
"origin" "-3553.18 2820.29 -193.2"
"classname" "mp_ctf_spawn_allies"
}
{
"angles" "0 -176.851 0"
"origin" "-3538.63 2501.61 -191.875"
"classname" "mp_ctf_spawn_allies"
}
{
"angles" "0 -130.197 0"
"origin" "-3553.24 2244.37 -191.875"
"classname" "mp_ctf_spawn_allies"
}
{
"angles" "0 80.4657 0"
"origin" "-3757.6 2056.78 -189.955"
"classname" "mp_ctf_spawn_allies"
}
//dom Spawn
{
"angles" "0 -127.44 0"
"origin" "-5375.13 3056.88 -47.875"
"classname" "mp_dom_spawn_allies_start"
}
{
"angles" "0 102.065 0"
"origin" "-5400.23 2582.39 -47.875"
"classname" "mp_dom_spawn_allies_start"
}
{
"angles" "0 -175.065 0"
"origin" "-5375.13 2345.41 -183.875"
"classname" "mp_dom_spawn_allies_start"
}
{
"angles" "0 -27.9089 0"
"origin" "-5424.03 2157.47 -183.875"
"classname" "mp_dom_spawn_allies_start"
}
{
"angles" "0 133.398 0"
"origin" "-3542.95 2812.89 -192.221"
"classname" "mp_dom_spawn_axis_start"
}
{
"angles" "0 179.469 0"
"origin" "-3535.14 2636.35 -193.875"
"classname" "mp_dom_spawn_axis_start"
}
{
"angles" "0 -114.174 0"
"origin" "-3551.12 2286.98 -191.875"
"classname" "mp_dom_spawn_axis_start"
}
//{
//"angles" "0 -86.543 0"
//"origin" "-5428.27 2958.22 -47.875"
//"classname" "mp_dom_spawn"
//}
{
"angles" "0 -3.62366 0"
"origin" "-5516.21 2155.42 -183.875"
"classname" "mp_dom_spawn"
}
{
"angles" "0 10.4333 0"
"origin" "-4295.16 2152.7 -191.79"
"classname" "mp_dom_spawn"
}
{
"angles" "0 115.765 0"
"origin" "-3736.59 2057.63 -190.668"
"classname" "mp_dom_spawn"
}
{
"angles" "0 177.92 0"
"origin" "-3497.33 2552.37 -191.875"
"classname" "mp_dom_spawn"
}
{
"angles" "0 144.307 0"
"origin" "-4297.37 2620.7 -188.828"
"classname" "mp_dom_spawn"
}
{
"angles" "0 -87.0373 0"
"origin" "-5211.47 2987.01 -189.933"
"classname" "mp_dom_spawn"
}
//gtnw
{
"script_gameobjectname" "gtnw"
"targetname" "gtnw_zone"
"origin" "-4506 2232 -190.921"
"height" "128"
"radius" "80"
"classname" "trigger_radius"
"angles" "0 91 0"
}
/*{
"script_gameobjectname" "gtnw"
"classname" "script_brushmodel"
"origin" "-4506 2232 -190.921"
"model" "*4"
}*/
{
"gndLt" "3c3b3b0000"
"ltOrigin" "-4506 2232 -180.4"
"spawnflags" "4"
"classname" "script_model"
"model" "com_bomb_objective"
"angles" "0 91 0"
"origin" "-4506 2232 -190.921"
"script_exploder" "pf133_1"
"script_gameobjectname" "gtnw"
}

View File

@ -0,0 +1,42 @@
#include common_scripts\utility;
#include maps\_utility;
main()
{
level._effect[ "dlight_red" ] = loadfx( "misc/aircraft_light_cockpit_red" );
level._effect[ "redlight_fx" ] = loadfx( "misc/tower_light_red_steady" );
level._effect[ "m16_muzzleflash" ] = loadfx( "muzzleflashes/m16_flash_wv" );
level._effect[ "javelin_muzzle" ] = loadfx( "muzzleflashes/javelin_flash_wv" );
//Hangar Welder
level._effect[ "welding_runner" ] = loadfx( "misc/welding_runner" );
//humvees at end
level._effect[ "humvee_radiator_steam" ] = loadfx( "smoke/steam_vent_large_wind" );
//basketball effects
level._effect[ "ball_bounce_dust_runner" ] = loadfx( "impacts/ball_bounce_dust_runner" );
level._effect[ "footstep_dust" ] = loadfx( "impacts/footstep_dust" );
//ambient fx
level._effect[ "sand_storm_distant_oriented" ] = LoadFX( "weather/sand_storm_distant_oriented_training" );
level._effect[ "sand_storm_distant" ] = LoadFX( "weather/sand_storm_distant_training" );
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_afcaves" );
level._effect[ "sand_spiral_runner" ] = loadfx( "dust/sand_spiral_runner" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "sand_spray_detail_oriented_runner" ] = loadfx( "dust/sand_spray_detail_oriented_runner" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "ground_smoke_1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200" );
level._effect[ "drips_slow" ] = loadfx( "misc/drips_slow" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
maps\createfx\trainer_fx::main();
}