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...
121 Commits
Author SHA1 Message Date
FutureRave c6b4109961 maint: quick cleanup 2023-05-16 12:12:59 +01:00
FutureRave 6580aa3688 feat: add getiP 2023-05-03 17:47:43 +01:00
FutureRave ebcb8d9657 fix: make getPing work properly 2023-05-03 17:24:44 +01:00
FutureRave 7a44b445ca fix: gsc mistake 2023-05-03 13:44:25 +01:00
Edo cc5d3bc2e5 maint: update release.yml 2023-05-03 13:34:42 +01:00
FutureRave 1e85688c56 fix: remove 's' 2023-05-03 13:19:40 +01:00
FutureRave 463af4b4c3 fix: add another epic function 2023-05-03 13:07:41 +01:00
FutureRave fe5deac41e fix: add back epic function 2023-05-03 11:57:36 +01:00
EmosewajandEdo 52f18f9c5d Undo #18bdcd8 for mp_shipment.gsc (#43)
Co-authored-by: Edo <edoardo.sanguineti222@gmail.com>
2023-04-19 21:46:53 +02:00
Diavolo 3d77486b50 maint: re-active now working functions 2023-04-03 13:54:58 +02:00
Edo 264ccf04c6 fix(iw4x_utility): comments 2023-04-03 11:04:44 +02:00
Edo bae35aa0b1 fix(iw4x_utility): ufo/noclip 2023-04-03 11:03:50 +02:00
FutureRave 4d9d45899f maint: update html webfront 2023-03-28 18:07:11 +01:00
FutureRave 3bc879cf01 fix(mp_crash_tropical): allow the map to load once again 2023-03-27 18:09:01 +01:00
FutureRave 814fa83a2b fix: add deleted mp_citystreets 2023-03-22 23:12:59 +00:00
FutureRave 9448f3f08b remove some kekware leftover 2023-03-20 23:52:33 +00:00
FutureRave 898c0f7954 fix: bog map 2023-03-19 21:38:27 +00:00
FutureRave 5d24cb2004 fix: mp_nightshift 2023-03-18 20:02:23 +00:00
FutureRave 2af9be86a3 fix(ui): missing materials for some CoD4 maps 2023-03-18 11:34:16 +00:00
FutureRave f2acf8a24a fix(playerlogic): remove this 2023-03-18 11:10:49 +00:00
FutureRave 8e35266c1c fix: bravo precache GSC 2023-03-18 11:08:48 +00:00
FutureRave f7eed4ac86 fix: format 2023-03-18 11:08:23 +00:00
FutureRave 93a2a27df1 fix(settings_map): format 2023-03-18 10:52:27 +00:00
FutureRave 20d5c0cb0f fix: format 2023-03-18 10:51:23 +00:00
FutureRave 028edf6e00 fix: weird character duping in settings map 2023-03-18 10:36:10 +00:00
FutureRave 1e57574725 fix: add back shipment 2023-03-18 00:24:36 +00:00
FutureRave ef3c052f08 fix: localization of localized strings 2023-03-17 23:45:58 +00:00
FutureRave 3005103ad1 fix: add missing localized strings 2023-03-17 20:10:10 +00:00
Edo 1f9ee2f710 maint: update release 2023-03-17 18:05:58 +00:00
9f4a72dd00 MW3 DLC Update (#42)
Co-authored-by: Louvenarde <louve@louve.systems>
Co-authored-by: Roxanne <roxanne@thegamebakers.com>
2023-03-16 12:31:16 +00:00
FutureRave d2e1fd32ff maint: remove illegal comments 2023-03-05 15:59:12 +00:00
FutureRave 45454296ab solve some big random lag when opening settings 2023-03-02 22:53:08 +00:00
Edo a8e731ca28 aimassist: remove copy paste 2023-02-27 22:56:50 +00:00
Edo 0196f7ddd2 fix animation of trees on favela 2023-02-13 19:44:41 +00:00
Edo 2917b97bcc maint: add clantag to bots 2023-02-13 15:43:10 +00:00
FutureRave 18bdcd8167 fix(scripts): mp_farm 2023-02-07 13:57:10 +00:00
FutureRave 2097fc009f fix missing localized string for iw4 test map 2023-02-05 19:46:36 +00:00
Jude Serzynski 7951d97016 fix: add favorites opening mute menu (#40) 2023-01-31 10:15:41 +00:00
Diavolo 8b8db22180 fix mp_firingrange 2023-01-17 15:56:16 +01:00
Diavolo 3d1f7ff3f2 add back accidentally deleted script 2023-01-09 18:02:50 +01:00
Diavolo 0802f5fd1c fix: move html dir 2023-01-08 10:16:08 +01:00
FutureRave 38206c025e fix kickplayer menu 2023-01-01 10:15:18 +00:00
Diavolo f21170657f fix perms of script 2022-12-30 21:32:36 +01:00
LouveandLouvenarde baf2a1a412 Last minute fixes for new DLC maps (#38)
Co-authored-by: Louvenarde <louve@louve.systems>
2022-12-30 20:44:57 +01:00
Diavolo 04e8e63b5a remove broken menus 2022-12-28 15:49:26 +01:00
Diavolo 638819ab60 fix format 2022-12-26 15:45:09 +01:00
Louveandlouve c3e80edf72 Added zonebuilder minigun support zone (#37)
Co-authored-by: louve <louve@louve.systems>
2022-12-22 14:54:56 +01:00
dca7466e18 Updated CoD4 DLC (#36)
Co-authored-by: Louvenarde <louve@louve.systems>
Co-authored-by: Edo <edoardo.sanguineti222@gmail.com>
2022-12-18 11:49:36 +01:00
Edo b1fcbc2c99 Revert commit 2022-12-12 21:00:13 +01:00
Edo 30603c9db3 fix(bog): create art 2022-12-12 19:10:20 +01:00
Edo 84eedf0024 maint: fix space 2022-11-30 23:47:02 +00:00
FutureRave e185e7ad72 vote: add menus 2022-11-30 23:45:48 +00:00
JoelColbyandEdo 137bbc4b98 Add release.ps1 script (#34)
* Add release.ps1 script

* Fix unfixable ocd

Co-authored-by: Edo <edoardo.sanguineti222@gmail.com>
2022-11-06 20:50:04 +00:00
FutureRave a78ddaf9fb workflow: cleanup workflow 2022-11-05 23:19:30 +00:00
Diavolo 5fbe0b4b09 Add localized string for vote 2022-08-25 00:09:50 +02:00
Diavolo c501e936f1 update default mp controls 2022-08-24 18:18:33 +02:00
Edo 59dd587861 Merge pull request #32 from XLabsProject/revert-30-vote-menus
Revert "add working vote menu files"
2022-08-24 16:34:27 +02:00
Edo 3699b91661 Revert "add working vote menu files" 2022-08-24 16:33:58 +02:00
Dss0 66642f15a8 Merge pull request #30 from reaaLx/vote-menus
add working vote menu files
2022-08-23 00:05:19 +02:00
reaaLx cbd79e70ab added vote bind buttons 2022-08-23 07:58:59 +10:00
reaaLx 36da03d4e3 add vote binds
referenced from cod4 mp config
2022-08-23 07:55:53 +10:00
reaaLx f7eff52ffe added button to class.menu
+ added back(esc) buttons to vote menus
2022-08-23 07:53:21 +10:00
reaaLx 41617eba85 add working vote menu files 2022-08-22 23:13:42 +10:00
Dss0 6ba0b94c4c better alignment 2022-08-15 13:18:07 +02:00
Dss0 eeeb8e760a t a b s 2022-08-14 21:04:49 +02:00
Dss0 b49a827af3 add voice chat and aim assist columns to serverlist 2022-08-14 20:56:25 +02:00
Diavolo b7efef547f just remove this actually 2022-08-14 18:24:41 +02:00
Diavolo a299e02aa3 fix default mp 2022-08-14 18:23:30 +02:00
Diavolo 4765a6f0e4 fix tabs ocd 2022-08-14 11:09:26 +02:00
Dss0 ec19213113 Update Menus for Voice Chat! 2022-08-14 00:34:57 +02:00
Diavolo 9f7d9e488d fix glass on mp_strike 2022-08-07 18:59:55 +02:00
Diavolo b1424babb6 add button to switch to main menu 2022-08-02 14:14:56 +02:00
Dss0 26dc61010c commencing iw4x-sp 2022-07-29 18:57:47 +02:00
Dss0 ac778f59b6 ents and fx gscs for sp maps (still experimental) 2022-07-27 18:53:23 +02:00
Dss0 13ae4a6165 who loves the sun? not everyone. 2022-07-27 18:41:36 +02:00
Dss0 2797cd18dd iw4_credits obv needs team zones 2022-07-26 22:43:39 +02:00
Dss0 48cc59a12b add useteamzones variable to non-vanilla maps and do big formatting 2022-07-26 22:17:31 +02:00
Dss0 e9537b78c3 Fix glow on winter crash and remove dlc preview materials from ff since the in-game store is gone 2022-07-25 21:44:45 +02:00
Dss0 c86a1f17dd update winter crash vision (less glow) 2022-07-25 21:12:31 +02:00
Diavolo ea0ea70bad add feedback to entity functions too 2022-07-24 20:45:49 +02:00
Diavolo 3176878ea5 Add script based solution for removed builtins 2022-07-24 12:48:13 +02:00
Diavolo 068db161e7 Undo laupetin's spaces 2022-07-23 14:58:47 +02:00
Diavolo c93ac6fdc4 Correct indentation 2022-07-22 17:39:21 +02:00
Dss0 6e99b44006 Add website button and remove wiki button 2022-07-21 22:59:18 +02:00
Diavolo f1b019be4f also delete scripts folder 2022-07-21 21:59:12 +02:00
Diavolo 921d837381 Move scripts to scripts folder 2022-07-21 21:56:54 +02:00
Diavolo 56bd87339d Oilrig improvements 2022-07-19 14:43:49 +02:00
Diavolo 35430b9c2e Add nicer oilrig loading screen & preview images 2022-07-19 14:15:39 +02:00
Dss0 f2f2381242 Remove obsolete Store function and redirect to DLC download page directly 2022-07-18 18:52:24 +02:00
Dss0 31e73480ed Update files for DLC9 2022-07-18 17:08:09 +02:00
Diavolo 6f91f726b7 Fix coby baste 2022-07-16 23:29:56 +02:00
Diavolo 459c9338fd barracks 2022-07-16 23:02:33 +02:00
Diavolo 3ccd0987ee Clantag 2022-07-16 22:31:38 +02:00
Edo 81dbd9d659 Revert "Add option to edit clanname" (#28) 2022-07-16 21:57:52 +02:00
Edo 0a665a0a47 Merge pull request #26 from diamante0018/develop
Add option to edit clanname
2022-07-16 20:31:01 +02:00
Diavolo 41bcea1251 add clantag 2022-07-16 20:30:29 +02:00
Dss0 6ab2cf1630 Various updates to rawfiles for DLC9 2022-07-03 23:16:42 +02:00
Dss0 188b022671 Scripts for DLC9 2022-07-01 16:54:15 +02:00
Dss0 b64da5b3d8 Merge pull request #25 from diamante0018/develop
Update mp_carentan.vision
2022-07-01 15:45:52 +02:00
Diavolo b02de0b8a9 Update mp_carentan.vision 2022-07-01 13:26:56 +02:00
Dss0 54cccd5a10 Merge pull request #24 from diamante0018/develop
Fixup radar
2022-06-30 18:55:42 +02:00
Diavolo 563cfb3c3d Fixup radar 2022-06-30 18:52:23 +02:00
Dss0 fc18f4e9b4 Merge pull request #23 from diamante0018/develop
Improve oilrig
2022-06-30 17:49:44 +02:00
Diavolo fdd6165621 Keep the fences so it matches the loading screen 2022-06-30 15:56:34 +02:00
Diavolo bbdd339304 Improve oilrig a bit 2022-06-30 15:53:57 +02:00
Dss0 619b2eb4d7 Merge pull request #21 from JoelColby/fix-demolition-spawns
Fix spawnpoints for defenders in Demolition
2022-06-01 21:26:09 +02:00
Joel Colby 7eb9351e67 Fix spawnpoints for defenders in Demolition 2022-05-31 23:35:55 -04:00
Chase 2a86b060b7 Ship a blank iw4x_02.iwd to fix issues 2022-05-24 20:18:44 -05:00
Jan 886a1d6d52 Swap action controls menu bind fields to better suit gamepad controller whenever gamepad is in use (#19) 2022-05-05 15:32:17 -05:00
Jan c72b7af7bc Enable Gamepad by default (#17)
* Enable gpad by default on first startup
* Fix visible separators in gamepad menu even when gamepad is disabled
2022-05-03 12:49:44 -05:00
Dss0 8ab1bfb917 Fix mouse sensitivity 2022-03-12 12:58:45 +01:00
Dss0 2f4be59017 Remove dlc9 CoD4 maps for now as they aren't ready for release 2022-03-04 23:13:56 +01:00
Dss0 4e0ef5360a Merge pull request #16 from diamante0018/develop
Replace roundup function with ceil
2022-03-03 00:40:10 +01:00
FutureRave 5d34835cc6 Replace ghetto roundup function with ceil 2022-03-02 23:28:46 +00:00
Dss0 9076c854be Merge pull request #15 from diamante0018/develop
[Menus] Change default value of patched dvar to false
2022-03-02 19:12:09 +01:00
FutureRave 37af65985f Replace questionable patch with less questionable code 2022-03-02 18:05:33 +00:00
Louve 71e848b77d Merge pull request #8 from Laupetin/fix/unsigned-fastfiles
Fix issues with unsigned fastfile relinking
2022-01-24 09:19:21 +01:00
rack.over d53076ffbf Merge branch 'develop' into fix/unsigned-fastfiles 2022-01-21 17:40:33 +01:00
Dss0 db5c9b56ac Merge pull request #13 from ChxseH/patch-1
fix release workflow
2022-01-10 21:44:31 +01:00
Chase 1aed65cd72 fix 2022-01-10 14:37:47 -06:00
Jan ee312070ea Fix issues with unsigned fastfile relinking 2021-10-01 22:13:38 +02:00
229 changed files with 74804 additions and 1662 deletions

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+5 -2
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@@ -8,10 +8,13 @@ jobs:
name: Create GitHub Release
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: actions/checkout@v3.5.2
with:
fetch-depth: 1
- run: 'bash ${GITHUB_WORKSPACE}/.github/release.sh'
- name: Create ZIP archive
run: './scripts/release.sh'
shell: bash
- uses: marvinpinto/action-automatic-releases@latest
with:
repo_token: '${{ secrets.GITHUB_TOKEN }}'
BIN
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Binary file not shown.
@@ -18,7 +18,7 @@
<table id="serverinfo">
<thead>
<tr>
<th colspan="3">Serverinfo</th>
<th colspan="4">Serverinfo</th>
</tr>
</thead>
</table>
@@ -27,6 +27,7 @@
<thead>
<tr>
<th>Player</th>
<th>Test Client</th>
<th>Score</th>
<th>Ping</th>
</tr>
@@ -34,9 +35,9 @@
<tbody id="players">
</tbody>
</table>
<!-- <div id="footer">
<div id="footer">
Get IW4x!
</div> -->
</div>
</body>
</html>
@@ -17,16 +17,12 @@ function getFfType (data)
{
case 0:
return "Disabled";
break;
case 1:
return "Enabled";
break;
case 2:
return "Reflected";
break;
case 3:
return "Shared";
break;
default:
return "Disabled";
}
@@ -34,7 +30,6 @@ function getFfType (data)
function getServerInfo(status, countPlayers)
{
var friendlyFire = status.scr_team_fftype;
var mod = status.fs_game;
if (!mod)
@@ -59,6 +54,7 @@ function buildPlayerList(players)
{
var row = "<tr>";
row += "<td>" + players[i].name + "</td>";
row += "<td>" + players[i].test_client + "</td>";
row += "<td>" + players[i].score + "</td>";
row += "<td>" + players[i].ping + "</td>";
row += "</tr>";
@@ -81,8 +77,6 @@ function buildPage(data)
document.title = hostname
$("#servername").text(document.title);
//$("#info").text(JSON.stringify(data));
getServerInfo(data["status"], data["players"].length);
buildPlayerList(data["players"]);
@@ -107,6 +101,6 @@ $(document).ready(function()
$("#footer").click(function()
{
location.replace("https://iw4xcachep26muba.onion.to");
location.replace("https://xlabs.dev");
});
});
File renamed without changes.
+18 -15
View File
@@ -1,15 +1,18 @@
/dev/../
/dev/console
/dev/full
/dev/random
/dev/sdb
/dev/sr0
/dev/tty0
/dev/urandom
RektInator
Doctor
Dss0
Jimbo
lsb_release -a
Lunarion
Snake
/dev/../,BOT
/dev/console,BOT
/dev/full,BOT
/dev/random,BOT
/dev/sdb,BOT
/dev/sr0,BOT
/dev/tty0,BOT
/dev/urandom,BOT
Diamante,BOT
Doctor,BOT
Dss0,BOT
Jimbo,BOT
Laupetin,BOT
Louvenarde,BOT
lsb_release -a,BOT
Lunarion,BOT
RektInator,BOT
Snake,BOT
@@ -0,0 +1,153 @@
/*
=============
///ScriptDocBegin
"Name: _noclip()"
"Summary: noclip used on a player entity will make them fly and clip through walls."
"Module: IW4x Utility"
"CallOn: An entity"
"Example: level.player _noclip();"
"SPMP: multiplayer"
///ScriptDocEnd
=============
*/
_noclip()
{
if ( self.clientflags & 1 )
{
self iprintln( &"GAME_NOCLIPOFF" );
self.clientflags &= ~1;
}
else
{
self iprintln( &"GAME_NOCLIPON" );
self.clientflags |= 1;
}
}
/*
=============
///ScriptDocBegin
"Name: _ufo()"
"Summary: ufo used on a player entity will make them fly and clip through walls."
"Module: IW4x Utility"
"CallOn: An entity"
"Example: level.player _ufo();"
"SPMP: multiplayer"
///ScriptDocEnd
=============
*/
_ufo()
{
if ( self.clientflags & 2 )
{
self iprintln( &"GAME_UFOOFF" );
self.clientflags &= ~2;
}
else
{
self iprintln( &"GAME_UFOON" );
self.clientflags |= 2;
}
}
/*
=============
///ScriptDocBegin
"Name: god()"
"Summary: god used on a entity will make them immune to damage."
"Module: IW4x Utility"
"CallOn: An entity"
"Example: level.player god();"
"SPMP: multiplayer"
///ScriptDocEnd
=============
*/
god()
{
FL_GODMODE = 1 << 0;
msg = &"";
if ( self.entityflags & FL_GODMODE )
{
msg = &"GAME_GODMODE_OFF";
self.entityflags &= ~FL_GODMODE;
}
else
{
msg = &"GAME_GODMODE_ON";
self.entityflags |= FL_GODMODE;
}
if ( isPlayer( self ) )
{
self iprintln( msg );
}
}
/*
=============
///ScriptDocBegin
"Name: demiGod()"
"Summary: demiGod used on a entity will make them immune to damage but will still flinch."
"Module: IW4x Utility"
"CallOn: An entity"
"Example: level.player demiGod();"
"SPMP: multiplayer"
///ScriptDocEnd
=============
*/
demiGod()
{
FL_DEMI_GODMODE = 1 << 1;
msg = &"";
if ( self.entityflags & FL_DEMI_GODMODE )
{
msg = &"GAME_DEMI_GODMODE_OFF";
self.entityflags &= ~FL_DEMI_GODMODE;
}
else
{
msg = &"GAME_DEMI_GODMODE_ON";
self.entityflags |= FL_DEMI_GODMODE;
}
if ( isPlayer( self ) )
{
self iprintln( msg );
}
}
/*
=============
///ScriptDocBegin
"Name: noTarget()"
"Summary: noTarget used on a entity will make the AI ignore them."
"Module: IW4x Utility"
"CallOn: An entity"
"Example: level.player noTarget();"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
noTarget()
{
FL_NOTARGET = 1 << 2;
msg = &"";
if ( self.entityflags & FL_NOTARGET )
{
msg = &"GAME_NOTARGETOFF";
self.entityflags &= ~FL_NOTARGET;
}
else
{
msg = &"GAME_NOTARGETON";
self.entityflags |= FL_NOTARGET;
}
if ( isPlayer( self ) )
{
self iprintln( msg );
}
}
+47 -1
View File
@@ -1983,7 +1983,7 @@ wait_for_flag_or_time_elapses( flagname, timer )
=============
///ScriptDocBegin
"Name: delayCall( <delay> , <function> , <arg1> , <arg2> , <arg3> )"
"Summary: delayCall is cool! It saves you from having to write extra script for once off commands. Note you don’t have to thread it off. delaycall is that smart!"
"Summary: delayCall is cool! It saves you from having to write extra script for once off commands. Note you don�t have to thread it off. delaycall is that smart!"
"Module: Utility"
"MandatoryArg: <delay> : The delay before the function occurs"
"MandatoryArg: <function> : The function to run."
@@ -3847,6 +3847,52 @@ create_dvar( var, val )
SetDvarIfUninitialized( var, val );
}
/*
=============
///ScriptDocBegin
"Name: setPing()"
"Summary: Does nothing. Added for backward compatibility"
"Module: Utility"
"Example: self setPing( 100 );"
"SPMP: multiplayer"
///ScriptDocEnd
=============
*/
setPing( ping )
{
}
/*
=============
///ScriptDocBegin
"Name: getPing()"
"Summary: Returns the current ping of the client"
"Module: Utility"
"Example: self getPing();"
"SPMP: multiplayer"
///ScriptDocEnd
=============
*/
getPing()
{
return self.ping;
}
/*
=============
///ScriptDocBegin
"Name: getIP()"
"Summary: Returns the current IP Address of the client"
"Module: Utility"
"Example: self getIP();"
"SPMP: multiplayer"
///ScriptDocEnd
=============
*/
getIP()
{
return self.address;
}
void()
{
-13
View File
@@ -7,18 +7,5 @@ exec default_mp_gamesettings.cfg
exec default_filter.cfg
// ==== all of below should be moved to code ====
set cl_voice 0
// PC - default server settings:
set scr_game_allowkillcam 1
// disabled - why is this different on PC?
//set ui_buildLocation -60 460
// looks better than default
//set ui_buildLocation -30 20
set ui_buildLocation -20 15
+1
View File
@@ -4,6 +4,7 @@
// Virtual axis are : VA_SIDE, VA_FORWARD, VA_UP, VA_YAW, VA_PITCH, VA_ATTACK
//==========================================================================================
set gpad_enabled 1
set gpad_sticksConfig "thumbstick_default"
set gpad_buttonsConfig "buttons_default"
+4 -1
View File
@@ -58,10 +58,13 @@ bind ` "toggleconsole"
bind t "chatmodepublic"
bind b "mp_QuickMessage" //nightvision is on n now
bind y "chatmodeteam"
//bind z "+talk"
bind z "+talk"
//bind x "openscriptmenu ingame changeweapon"
// CLIENT ENVIRONMENT COMMANDS
bind F1 "vote yes"
bind F2 "vote no"
bind F4 "+scores"
bind F12 "screenshotJPEG"
// Default controller bindings
+181 -109
View File
@@ -151,17 +151,17 @@ LANG_ENGLISH "AK-74u Extended Mags"
REFERENCE WEAPON_AK74U_ACOG
LANG_ENGLISH "AK-74u ACOG Sight"
REFERENCE WEAPON_DESERTEAGLEGOLD_TACTICAL
LANG_ENGLISH "Gold Desert Eagle Tactical Knife"
REFERENCE WEAPON_DESERTEAGLEGOLD_TACTICAL
LANG_ENGLISH "Gold Desert Eagle Tactical Knife"
REFERENCE WEAPON_DESERTEAGLEGOLD_AKIMBO
LANG_ENGLISH "Gold Desert Eagle Akimbo"
REFERENCE WEAPON_DESERTEAGLEGOLD_AKIMBO
LANG_ENGLISH "Gold Desert Eagle Akimbo"
REFERENCE WEAPON_DESERTEAGLEGOLD_FMJ
LANG_ENGLISH "Gold Desert Eagle FMJ"
REFERENCE WEAPON_DESERTEAGLEGOLD_FMJ
LANG_ENGLISH "Gold Desert Eagle FMJ"
REFERENCE WEAPON_DESERTEAGLEGOLD_BLING
LANG_ENGLISH "Gold Desert Eagle Bling"
REFERENCE WEAPON_DESERTEAGLEGOLD_BLING
LANG_ENGLISH "Gold Desert Eagle Bling"
REFERENCE MENU_RECONNECTING_TO_PARTY
LANG_ENGLISH "CONNECTING TO SERVER"
@@ -196,6 +196,9 @@ LANG_ENGLISH "The Only Easy Day... Was Yesterday"
REFERENCE MPUI_NUKED
LANG_ENGLISH "Nuketown"
REFERENCE MPUI_IW4_TEST_MAP
LANG_ENGLISH "IW4 Test Map"
REFERENCE MPUI_DESC_MAP_NUKED
LANG_ENGLISH "A deserted nuke testing facility used in the Cold War."
@@ -271,6 +274,9 @@ LANG_ENGLISH "x2 Bonus!"
REFERENCE SPLASHES_TEAM_ASSIST
LANG_ENGLISH "Team Assist!"
REFERENCE MENU_NATIVECURSOR
LANG_ENGLISH "Display native cursor"
REFERENCE MENU_MODS
LANG_ENGLISH "Mods"
@@ -281,13 +287,19 @@ REFERENCE MPUI_DESC_MODS
LANG_ENGLISH "Browse your Mods"
REFERENCE MENU_STORE
LANG_ENGLISH "Store"
LANG_ENGLISH "Get DLC"
REFERENCE MENU_STORE_CAPS
LANG_ENGLISH "STORE"
LANG_ENGLISH "GET DLC"
REFERENCE MPUI_DESC_STORE
LANG_ENGLISH "Browse for available downloadable game content."
LANG_ENGLISH "Redirects to the XLabs Site containing download information for DLC"
REFERENCE MENU_VISIT_WEBSITE
LANG_ENGLISH "Visit Website"
REFERENCE MENU_VISIT_WEBSITE_CAPS
LANG_ENGLISH "VISIT WEBSITE"
REFERENCE MENU_FRIENDS
LANG_ENGLISH "Friends"
@@ -316,6 +328,9 @@ LANG_ENGLISH "When should the friend status notifications be displayed?"
REFERENCE MPUI_DESC_OPTIONS
LANG_ENGLISH "Set your game options."
REFERENCE MPUI_ENABLE_VOICE_CHAT
LANG_ENGLISH "Enable Voice Chat"
REFERENCE MPUI_DESC_QUIT
LANG_ENGLISH "Quit the game."
@@ -466,6 +481,12 @@ LANG_ENGLISH "FOV: "
REFERENCE MENU_FOV_HINT_PC
LANG_ENGLISH "An increased Field of View (FOV), may result in poor performance on older computers."
REFERENCE MPUI_RULES_AIMASSIST
LANG_ENGLISH "Aim Assist"
REFERENCE MPUI_RULES_VOICECHAT
LANG_ENGLISH "Voice Chat"
REFERENCE MENU_8X
LANG_ENGLISH "8x"
@@ -709,54 +730,6 @@ LANG_ENGLISH "XUID doesn't match the certificate!"
REFERENCE ERR_INVALID_CHALLENGE_SIGNATURE
LANG_ENGLISH "Challenge signature was invalid!"
REFERENCE PATCH_DLC1
LANG_ENGLISH "Stimulus Pack"
REFERENCE PATCH_DESC_DLC1
LANG_ENGLISH "The Modern Warfare 2 Stimulus Package delivers additional action-packed multiplayer maps, including brand-new battlegrounds and legendary fan-favorites from Call of Duty 4: Modern Warfare."
REFERENCE PATCH_DLC2
LANG_ENGLISH "Resurgence Pack"
REFERENCE PATCH_DESC_DLC2
LANG_ENGLISH "The Modern Warfare 2 Resurgence Pack delivers five incredible new multiplayer maps. Take the action to exciting new locations, then battle across legendary landscapes from Call of Duty 4: Modern Warfare."
REFERENCE PATCH_DLC3
LANG_ENGLISH "Nuketown"
REFERENCE PATCH_DESC_DLC3
LANG_ENGLISH "Nuketown is an iconic multiplayer map featured in Call of Duty: Black Ops with a heavy emphasis on extremely close-quarters combat."
REFERENCE PATCH_DLC4
LANG_ENGLISH "Classics Pack #1"
REFERENCE PATCH_DESC_DLC4
LANG_ENGLISH "The Modern Warfare 2 Classics Pack delivers three beloved maps from Call of Duty 4: Modern Warfare."
REFERENCE PATCH_DLC5
LANG_ENGLISH "Classics Pack #2"
REFERENCE PATCH_DESC_DLC5
LANG_ENGLISH "The second Modern Warfare 2 Classics Pack adds two more fantastic maps from Call of Duty 4: Modern Warfare to your collection."
REFERENCE PATCH_DLC6
LANG_ENGLISH "Freighter"
REFERENCE PATCH_DESC_DLC6
LANG_ENGLISH "Freighter is a snow covered version of the Call of Duty 4: Modern Warfare map Wet Work."
REFERENCE PATCH_DLC7
LANG_ENGLISH "Resurrection Pack"
REFERENCE PATCH_DESC_DLC7
LANG_ENGLISH "The Modern Warfare 2 Resurrection Pack brings three more maps into your battleground."
REFERENCE PATCH_DLC8
LANG_ENGLISH "Recycled Pack"
REFERENCE PATCH_DESC_DLC8
LANG_ENGLISH "Too much 'pew pew' not enough new new. - R. Bowling"
REFERENCE MENU_STREAMFRIENDLY_UI
LANG_ENGLISH "Stream Friendly UI"
@@ -997,79 +970,178 @@ LANG_ENGLISH "Juiced"
REFERENCE SPLASHES_COMBATHIGH_DESC
LANG_ENGLISH "Move faster for a few seconds after spawning."
REFERENCE MENU_GAMEPAD
LANG_ENGLISH "Gamepad"
REFERENCE MENU_CHANGE_GAMETYPE
LANG_ENGLISH "Change Gametype"
REFERENCE MENU_GAMEPAD_ENABLED
LANG_ENGLISH "Gamepad enabled"
REFERENCE MENU_GAMEPAD
LANG_ENGLISH "Gamepad"
REFERENCE MPUI_DESC_GAMEPAD_ENABLED
LANG_ENGLISH "Turn accepting inputs from gamepads on/off"
REFERENCE MENU_GAMEPAD_ENABLED
LANG_ENGLISH "Gamepad enabled"
REFERENCE MPUI_DESC_LOOK_INVERSION
LANG_ENGLISH "Inverts the gamepad pitch axis (up/down)"
REFERENCE MPUI_DESC_GAMEPAD_ENABLED
LANG_ENGLISH "Turn accepting inputs from gamepads on/off"
REFERENCE MENU_GPAD_STYLE
LANG_ENGLISH "Button Style"
REFERENCE MPUI_DESC_LOOK_INVERSION
LANG_ENGLISH "Inverts the gamepad pitch axis (up/down)"
REFERENCE MPUI_DESC_GPAD_STYLE
LANG_ENGLISH "Switch between Xbox and PlayStation HUDs."
REFERENCE MENU_GPAD_STYLE
LANG_ENGLISH "Button Style"
REFERENCE MENU_GPAD_XBOX_CAPS
LANG_ENGLISH "Xbox"
REFERENCE MPUI_DESC_GPAD_STYLE
LANG_ENGLISH "Switch between Xbox and PlayStation HUDs."
REFERENCE MENU_GPAD_PS_CAPS
LANG_ENGLISH "PlayStation"
REFERENCE MENU_GPAD_XBOX_CAPS
LANG_ENGLISH "Xbox"
REFERENCE MENU_SLOWDOWN_ENABLED
LANG_ENGLISH "Enable slowdown aim assist"
REFERENCE MENU_GPAD_PS_CAPS
LANG_ENGLISH "PlayStation"
REFERENCE MENU_LOCKON_ENABLED
LANG_ENGLISH "Enable lockon aim assist"
REFERENCE MENU_SLOWDOWN_ENABLED
LANG_ENGLISH "Enable slowdown aim assist"
REFERENCE MPUI_DESC_SLOWDOWN_ENABLED
LANG_ENGLISH "Turn slowdown aim assist on/off. Slowdown reduces the stick turnrate when hovering over a target. Servers can turn off aim assist with sv_allowAimAssist regardless of this setting."
REFERENCE MENU_LOCKON_ENABLED
LANG_ENGLISH "Enable lockon aim assist"
REFERENCE MPUI_DESC_LOCKON_ENABLED
LANG_ENGLISH "Turn lockon aim assist on/off. Lockon helps with keeping your crosshair on targets when moving. Servers can turn off aim assist with sv_allowAimAssist regardless of this setting."
REFERENCE MPUI_DESC_SLOWDOWN_ENABLED
LANG_ENGLISH "Turn slowdown aim assist on/off. Slowdown reduces the stick turnrate when hovering over a target. Servers can turn off aim assist with sv_allowAimAssist regardless of this setting."
REFERENCE MENU_LOOK_SENSITIVITY_PRESET
LANG_ENGLISH "Sensitivity Preset"
REFERENCE MPUI_DESC_LOCKON_ENABLED
LANG_ENGLISH "Turn lockon aim assist on/off. Lockon helps with keeping your crosshair on targets when moving. Servers can turn off aim assist with sv_allowAimAssist regardless of this setting."
REFERENCE MENU_SENSITIVITY_LOW_CAPS
LANG_ENGLISH "(Low) 1"
REFERENCE MENU_LOOK_SENSITIVITY_PRESET
LANG_ENGLISH "Sensitivity Preset"
REFERENCE MENU_SENSITIVITY_MEDIUM_CAPS
LANG_ENGLISH "(Medium) 2"
REFERENCE MENU_SENSITIVITY_LOW_CAPS
LANG_ENGLISH "(Low) 1"
REFERENCE MENU_SENSITIVITY_HIGH_CAPS
LANG_ENGLISH "(High) 4"
REFERENCE MENU_SENSITIVITY_MEDIUM_CAPS
LANG_ENGLISH "(Medium) 2"
REFERENCE MENU_SENSITIVITY_VERY_HIGH_CAPS
LANG_ENGLISH "(Very High) 7"
REFERENCE MENU_SENSITIVITY_HIGH_CAPS
LANG_ENGLISH "(High) 4"
REFERENCE MENU_SENSITIVITY_INSANE_CAPS
LANG_ENGLISH "(Insane) 10"
REFERENCE MENU_SENSITIVITY_VERY_HIGH_CAPS
LANG_ENGLISH "(Very High) 7"
REFERENCE FONT_ICON_SEARCH_START_WITH
LANG_ENGLISH "Font icons starting with ^2&&1^7:"
REFERENCE MENU_SENSITIVITY_INSANE_CAPS
LANG_ENGLISH "(Insane) 10"
REFERENCE FONT_ICON_HINT_AUTO_COMPLETE
LANG_ENGLISH "Press ^3&&1 ^7for autocomplete"
REFERENCE FONT_ICON_SEARCH_START_WITH
LANG_ENGLISH "Font icons starting with ^2&&1^7:"
REFERENCE FONT_ICON_HINT_MODIFIER
LANG_ENGLISH "Use ^3&&1 ^7for modifiers"
REFERENCE FONT_ICON_HINT_AUTO_COMPLETE
LANG_ENGLISH "Press ^3&&1 ^7for autocomplete"
REFERENCE FONT_ICON_MODIFIER_LIST_HEADER
LANG_ENGLISH "The following modifiers are available:"
REFERENCE FONT_ICON_HINT_MODIFIER
LANG_ENGLISH "Use ^3&&1 ^7for modifiers"
REFERENCE FONT_ICON_MODIFIER_LIST_FLIP_HORIZONTAL
LANG_ENGLISH "^2&&1 ^7Flip icon horizontally"
REFERENCE FONT_ICON_MODIFIER_LIST_HEADER
LANG_ENGLISH "The following modifiers are available:"
REFERENCE FONT_ICON_MODIFIER_LIST_FLIP_VERTICAL
LANG_ENGLISH "^2&&1 ^7Flip icon vertically"
REFERENCE FONT_ICON_MODIFIER_LIST_FLIP_HORIZONTAL
LANG_ENGLISH "^2&&1 ^7Flip icon horizontally"
REFERENCE FONT_ICON_MODIFIER_LIST_BIG
LANG_ENGLISH "^2&&1 ^7Bigger icon"
REFERENCE FONT_ICON_MODIFIER_LIST_FLIP_VERTICAL
LANG_ENGLISH "^2&&1 ^7Flip icon vertically"
REFERENCE FONT_ICON_MODIFIER_LIST_BIG
LANG_ENGLISH "^2&&1 ^7Bigger icon"
REFERENCE GAME_NOTONROTATION
LANG_ENGLISH "This map or gamemode is not part of the server rotation"
REFERENCE MENU_LOADING_MAPS
LANG_ENGLISH "Loading map selection..."
REFERENCE MPUI_SEATOWN
LANG_ENGLISH "Seatown"
REFERENCE MPUI_RESISTANCE
LANG_ENGLISH "Resistance"
REFERENCE MPUI_ARKADEN
LANG_ENGLISH "Arkaden"
REFERENCE MPUI_HARDHAT
LANG_ENGLISH "Hardhat"
REFERENCE MPUI_MISSION
LANG_ENGLISH "Mission"
REFERENCE MPUI_VILLAGE
LANG_ENGLISH "Village"
REFERENCE MPUI_DOME
LANG_ENGLISH "Dome"
REFERENCE MPUI_LOCKDOWN
LANG_ENGLISH "Lockdown"
REFERENCE MPUI_UNDERGROUND
LANG_ENGLISH "Underground"
REFERENCE MPUI_DESC_MAP_UNDERGROUND
LANG_ENGLISH "Small subway station. Fast paced action both inside and out."
REFERENCE MPUI_DESC_MAP_MISSION
LANG_ENGLISH "African colonial settlement. Fight to control the center."
REFERENCE MPUI_DESC_MAP_VILLAGE
LANG_ENGLISH "Large African village. Great for all game modes."
REFERENCE MPUI_DESC_MAP_DOME
LANG_ENGLISH "Small outpost in the desert. Fast and frantic action."
REFERENCE MPUI_DESC_MAP_HARDHAT
LANG_ENGLISH "A small construction site. Fast paced, close quarter action."
REFERENCE MPUI_DESC_MAP_ARKADEN
LANG_ENGLISH "Medium sized German mall. Intense Search & Destroy games."
REFERENCE MPUI_DESC_MAP_RESISTANCE
LANG_ENGLISH "Parisian district. Great for Domination and Kill Confirmed."
REFERENCE MPUI_DESC_MAP_SEATOWN
LANG_ENGLISH "A coastal town. Narrow streets bring hectic, close encounters."
REFERENCE MPUI_DESC_MAP_LOCKDOWN
LANG_ENGLISH "European city center. Great for Team Defender."
REFERENCE PATCH_DLC1
LANG_ENGLISH "Stimulus Maps"
REFERENCE PATCH_DESC_DLC1
LANG_ENGLISH "The Modern Warfare 2 Stimulus Package delivers additional action-packed multiplayer maps, including brand-new battlegrounds and legendary fan-favorites from Call of Duty 4: Modern Warfare."
REFERENCE PATCH_DLC2
LANG_ENGLISH "Resurgence Maps"
REFERENCE PATCH_DESC_DLC2
LANG_ENGLISH "The best-selling first-person action game of all time gets even bigger with more epic new multiplayer content! The Modern Warfare 2 Resurgence Pack delivers five incredible new multiplayer maps. Take the action to exciting new locations, then battle across legendary landscapes from Call of Duty 4: Modern Warfare."
REFERENCE PATCH_IW4X_DLC
LANG_ENGLISH "IW4x Classics"
REFERENCE PATCH_DESC_IW4X_DLC
LANG_ENGLISH "Original IW4x DLC containing several maps from Call Of Duty: Online"
REFERENCE PATCH_COD4_DLC
LANG_ENGLISH "Call of Duty 4 Pack"
REFERENCE PATCH_DESC_COD4_DLC
LANG_ENGLISH "Call Of Duty 4 maps ported to IW4x by the team"
REFERENCE PATCH_MW3_DLC
LANG_ENGLISH "Modern Warfare 3 Pack"
REFERENCE PATCH_DESC_MW3_DLC
LANG_ENGLISH "Modern Warfare 3 maps ported to IW4x by the team"
REFERENCE CUSTOM_MAPS_DLC
LANG_ENGLISH "Custom Maps"
REFERENCE DESC_CUSTOM_MAPS_DLC
LANG_ENGLISH "Downloaded maps that are placed in the /usermaps subfolder"
ENDMARKER
+173
View File
@@ -0,0 +1,173 @@
{
"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"
}
+139
View File
@@ -0,0 +1,139 @@
#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();
}
+332
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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"
}
{
"angles" "0 -32.1407 0"
"origin" "27548 36032 -9899.54"
"classname" "mp_dm_spawn"
}
{
"angles" "0 -77.9042 0"
"origin" "27954.1 36055.9 -9911.77"
"classname" "mp_dm_spawn"
}
{
"angles" "0 -76.8001 0"
"origin" "28373.6 36168.9 -9905.24"
"classname" "mp_dm_spawn"
}
{
"angles" "0 -84.1719 0"
"origin" "28804.9 35893.8 -9907"
"classname" "mp_dm_spawn"
}
{
"angles" "0 -106.721 0"
"origin" "30007 36070.7 -9898.05"
"classname" "mp_dm_spawn"
}
{
"angles" "0 177.16 0"
"origin" "29959.9 35020.2 -9918.78"
"classname" "mp_dm_spawn"
}
{
"angles" "0 166.377 0"
"origin" "29993.8 34541.4 -9894.02"
"classname" "mp_dm_spawn"
}
{
"angles" "0 116.329 0"
"origin" "29173.5 34495.1 -9934.6"
"classname" "mp_dm_spawn"
}
{
"angles" "0 -3.76299 0"
"origin" "28655.1 34712.3 -9913.26"
"classname" "mp_dm_spawn"
}
{
"angles" "0 -70.7521 0"
"origin" "27826 35637.7 -9910.01"
"classname" "mp_dm_spawn"
}
{
"angles" "0 31.2175 0"
"origin" "27527.6 34816.4 -9933.85"
"classname" "mp_dm_spawn"
}
{
"angles" "0 16.0122 0"
"origin" "27507.5 34907.9 -9928.56"
"classname" "mp_dom_spawn_axis_start"
}
{
"angles" "0 -5.21888 0"
"origin" "27508.3 35172.4 -9934.63"
"classname" "mp_dom_spawn_axis_start"
}
{
"angles" "0 9.52477 0"
"origin" "27550.1 35346.9 -9922"
"classname" "mp_dom_spawn_axis_start"
}
{
"angles" "0 -95.1969 0"
"origin" "27876.5 35608.7 -9899.16"
"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"
"origin" "29794.4 36100.9 -9922.04"
"classname" "mp_dom_spawn_allies_start"
}
{
"angles" "0 -65.2756 0"
"origin" "29553.3 36055.4 -9910.77"
"classname" "mp_dom_spawn_allies_start"
}
{
"angles" "0 -76.4982 0"
"origin" "29310.1 36304.9 -9919.62"
"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"
}
+173
View File
@@ -0,0 +1,173 @@
#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" );
}
@@ -1,12 +0,0 @@
#include common_scripts\utility;
#using_animtree( "animated_props" );
main()
{
if( !isdefined ( level.anim_prop_models ) )
level.anim_prop_models = [];
model = "foliage_tree_palm_bushy_3";
level.anim_prop_models[ model ] = "palmtree_tall3_sway_tropical";
}
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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();
}
@@ -0,0 +1,15 @@
// _createart generated. modify at your own risk. Changing values should be fine.
main()
{
level.tweakfile = true;
//* Fog section *
setdvar( "scr_fog_disable", "0" );
setExpFog( 901.718, 2200, 0.631373, 0.568627, 0.34902, 1.0, 0 );
VisionSetNaked( "mp_backlot", 0 );
}
@@ -0,0 +1,15 @@
// _createart generated. modify at your own risk. Changing values should be fine.
main()
{
level.tweakfile = true;
//* Fog section *
setdvar( "scr_fog_disable", "0" );
setExpFog( 500, 3500, 0.501961, 0.501961, 0.45098, 0.2, 0 );
VisionSetNaked( "mp_carentan", 0 );
}
@@ -0,0 +1,32 @@
//_createart generated. modify at your own risk. Changing values should be fine.
main()
{
level.tweakfile = true;
setdvar("scr_fog_exp_halfplane", "8193");
setdvar("scr_fog_nearplane", "0");
setdvar("scr_fog_red", "0.169863");
setdvar("scr_fog_green", "0.168938");
setdvar("scr_fog_blue", "0.244047");
setdvar("visionstore_glowTweakEnable", "0");
setdvar("visionstore_glowTweakRadius0", "5");
setdvar("visionstore_glowTweakRadius1", "12");
setdvar("visionstore_glowTweakBloomCutoff", "0.9");
setdvar("visionstore_glowTweakBloomDesaturation", "0.75");
setdvar("visionstore_glowTweakBloomIntensity0", "1");
setdvar("visionstore_glowTweakBloomIntensity1", "1");
setdvar("visionstore_glowTweakSkyBleedIntensity0", "0.5");
setdvar("visionstore_glowTweakSkyBleedIntensity1", "0");
setdvar("visionstore_filmTweakEnable", "0");
setdvar("visionstore_filmTweakContrast", "1.4");
setdvar("visionstore_filmTweakBrightness", "0");
setdvar("visionstore_filmTweakDesaturation", "0.2");
setdvar("visionstore_filmTweakInvert", "0");
setdvar("visionstore_filmTweakLightTint", "1.1 1.05 0.85");
setdvar("visionstore_filmTweakDarkTint", "0.7 0.85 1");
setExpFog(0, 8193, 0.169863, 0.168938, 0.244047, 1.0, 0);
VisionSetNaked( "launchfacility_a", 0 );
}
@@ -0,0 +1,15 @@
// _createart generated. modify at your own risk. Changing values should be fine.
main()
{
level.tweakfile = true;
//* Fog section *
setdvar( "scr_fog_disable", "0" );
setExpFog( 107.592, 2009.78, 0.260505, 0.264527, 0.308905, 1.0, 0 );
VisionSetNaked( "mp_crash_snow", 0 );
}
@@ -0,0 +1,15 @@
// _createart generated. modify at your own risk. Changing values should be fine.
main()
{
level.tweakfile = true;
//* Fog section *
setdvar( "scr_fog_disable", "0" );
setExpFog(300, 1400, 0.36, 0.35, 0.4, 1.0, 0);
VisionSetNaked( "mp_farm", 0 );
}
@@ -0,0 +1,15 @@
// _createart generated. modify at your own risk. Changing values should be fine.
main()
{
level.tweakfile = true;
//* Fog section *
setdvar( "scr_fog_disable", "0" );
setExpFog( 700, 3548, 0.33086, 0.33086, 0.33086, 1.0, 0 );
VisionSetNaked( "mp_pipeline", 0 );
}
@@ -0,0 +1,296 @@
//_createfx generated. Do not touch!!
#include common_scripts\utility;
#include common_scripts\_createfx;
main()
{
// CreateFX entities placed: 100
ent = createLoopSound();
ent.v[ "origin" ] = ( -619.675, -2705.93, 331.715 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_palm_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -831.259, -2479.37, 362.786 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_palm_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 84.9472, -1789.61, 425.229 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_palm_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 626.091, -1034.86, 399.03 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_palm_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1165.54, -1005.18, 408.437 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_palm_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1234.15, -587.558, 366.009 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_palm_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1830.06, 813.07, 368.349 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_palm_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 838.963, -2410.99, 446.955 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_palm_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 247.705, -967.333, 395.942 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 85.3167, -2029.28, 400.683 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1382.26, -1423.39, 380.608 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1908.19, -784.498, 368.577 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( -534.166, -2326.97, 64 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( -1019.89, -789.958, 67.9617 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( -941.141, 575.222, 64 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( -148.495, 33.253, 65.1176 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 550.222, 8.89465, 54.1703 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 1307.27, 707.974, 63.8235 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 1781.36, -514.552, 64.4048 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 1266.77, -921.624, 65.7145 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 607.504, -1979.25, 71.5989 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 185.508, -1901.03, 74 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( -143.233, -2328.07, 57.9288 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( -442.916, -1234.66, 64 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_fast" );
ent.v[ "origin" ] = ( 960.291, 560.409, 59.2615 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_fast";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_fast" );
ent.v[ "origin" ] = ( -119.374, -1388.82, 59.3787 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_fast";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_fast" );
ent.v[ "origin" ] = ( -114.465, -911.451, 61.4818 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_fast";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_fast" );
ent.v[ "origin" ] = ( -572.71, -706.989, 64 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_fast";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_fast" );
ent.v[ "origin" ] = ( -485.156, 1165.92, 64 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_fast";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_fast" );
ent.v[ "origin" ] = ( -457.354, 1700.91, 64 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_fast";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( -147.218, 791.355, 64 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 435.699, 1519.03, 28.477 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 1333.66, 1310.13, 64 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 1306.91, 93.8772, 56.2102 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 521.374, -714.441, 54.1379 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( -857.1, -114.022, 106.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_fast" );
ent.v[ "origin" ] = ( 991.624, -474.558, 56 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_fast";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "bird_seagull_flock_large" );
ent.v[ "origin" ] = ( -1474.69, 1945.37, 726.754 );
ent.v[ "angles" ] = ( 0.429573, 48.2611, 4.94531 );
ent.v[ "fxid" ] = "bird_seagull_flock_large";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hawk" );
ent.v[ "origin" ] = ( 496.699, 63.2523, 275.451 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "hawk";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 1744.67, -97.3117, 245.611 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "firelp_med_pm" );
ent.v[ "origin" ] = ( -293.525, -558, 77.8746 );
ent.v[ "angles" ] = ( 277.825, 192.029, -59.9716 );
ent.v[ "fxid" ] = "firelp_med_pm";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "firelp_small_pm_a" );
ent.v[ "origin" ] = ( -151.57, -575.16, 68.2857 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "firelp_small_pm_a";
ent.v[ "delay" ] = -15;
ent.v[ "soundalias" ] = "fire_metal_medium";
ent = createOneshotEffect( "firelp_small_pm" );
ent.v[ "origin" ] = ( -187.003, -703.577, 67.8959 );
ent.v[ "angles" ] = ( 270, 30.6197, 101.38 );
ent.v[ "fxid" ] = "firelp_small_pm";
ent.v[ "delay" ] = -15;
ent.v[ "soundalias" ] = "fire_metal_small";
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( -21.417, 2117.99, 58.956 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createLoopSound();
ent.v[ "origin" ] = ( -716.968, 433.341, 279.184 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_dull";
ent = createLoopSound();
ent.v[ "origin" ] = ( -883.805, 1099.8, 272.962 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_ring";
ent = createLoopSound();
ent.v[ "origin" ] = ( -230.592, -1755.88, 334.373 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_pole";
ent = createLoopSound();
ent.v[ "origin" ] = ( 838.294, -569.223, 322.484 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_pole";
ent = createLoopSound();
ent.v[ "origin" ] = ( 778.232, 654.125, 325.553 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_pole";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1616.54, 1524.13, 236.959 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_squeak";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1161.45, -1156.13, 528.825 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_squeak";
}
-87
View File
@@ -4,93 +4,6 @@
main()
{
/*
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( 1075.8, -5820.69, 408.498 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( -1653.67, -5368.75, 396.635 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( 3051.45, -6605.11, 304.969 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( -344.3, -6547.2, 408.498 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( -669.6, -3669.6, 408.498 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( -107.2, -5224.7, 408.498 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( 2612.1, -5740.3, 408.498 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( 4908.1, -7834.4, 408.498 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( 1411.6, -8023.9, 408.498 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( 4899.7, -6132.9, 408.498 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( 4114.7, -8103.2, 408.498 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( -3121.6, -5982.4, 408.498 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( -3836.9, -4272.9, 408.498 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( -2246.9, -3003.3, 408.498 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
*/
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 1550.76, -4958.51, 189.125 );
ent.v[ "angles" ] = ( 358, 180, 180 );
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,212 @@
//_createfx generated. Do not touch!!
#include common_scripts\utility;
#include common_scripts\_createfx;
main()
{
// CreateFX entities placed: 107
ent = createOneshotEffect( "smoke_missile_launched" );
ent.v[ "origin" ] = ( 577.799, 1040.57, -522 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "smoke_missile_launched";
ent.v[ "delay" ] = -50;
ent = createOneshotEffect( "smoke_missile_launched" );
ent.v[ "origin" ] = ( 534.836, 110.571, -831.529 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "smoke_missile_launched";
ent.v[ "delay" ] = -50;
ent = createOneshotEffect( "smoke_missile_launched" );
ent.v[ "origin" ] = ( -671.663, 164.913, -645.361 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "smoke_missile_launched";
ent.v[ "delay" ] = -50;
ent = createOneshotEffect( "launchtube_steam" );
ent.v[ "origin" ] = ( -651.941, 1034.08, -87.2305 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "launchtube_steam";
ent.v[ "delay" ] = -15;
ent.v[ "soundalias" ] = "emt_ship_steam_vent";
ent = createOneshotEffect( "ground_smoke_launch_a" );
ent.v[ "origin" ] = ( -764.537, 1696.25, -32.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ground_smoke_launch_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ground_smoke_launch_a" );
ent.v[ "origin" ] = ( 143.903, 1710.2, -23.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ground_smoke_launch_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ground_smoke_launch_a" );
ent.v[ "origin" ] = ( 1121.95, 662.856, -44.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ground_smoke_launch_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ground_smoke_launch_a" );
ent.v[ "origin" ] = ( -1237.84, 634.61, -23.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ground_smoke_launch_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ground_smoke_launch_a" );
ent.v[ "origin" ] = ( -11.2548, 641.577, -23.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ground_smoke_launch_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ground_smoke_launch_a" );
ent.v[ "origin" ] = ( -1129.48, -749.16, -29 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ground_smoke_launch_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ground_smoke_launch_a" );
ent.v[ "origin" ] = ( 217.037, -795.33, -37 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ground_smoke_launch_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ground_smoke_launch_a" );
ent.v[ "origin" ] = ( 1301.16, -346.098, -23.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ground_smoke_launch_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ground_smoke_launch_a" );
ent.v[ "origin" ] = ( 1028.57, -1602.44, 2.60257 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ground_smoke_launch_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ground_smoke_launch_a" );
ent.v[ "origin" ] = ( -58.5212, -378.89, -39.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ground_smoke_launch_a";
ent.v[ "delay" ] = -15;
ent = createLoopSound();
ent.v[ "origin" ] = ( -1841.34, 1820.23, 158.794 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1956.4, 67.1484, 185.443 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 2095.39, -248.205, 211.507 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1859.09, 843.875, 148.768 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1408.81, 1224.72, 86.0169 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_dull";
ent = createLoopSound();
ent.v[ "origin" ] = ( -639.828, 1034.69, -516.183 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_mach_distant_mechanical1";
ent = createLoopSound();
ent.v[ "origin" ] = ( 732.938, -1740.65, -221.668 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_fan_large_close";
ent = createLoopSound();
ent.v[ "origin" ] = ( -33.5215, -1748.35, -244.654 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_fan_large_close";
ent = createLoopSound();
ent.v[ "origin" ] = ( -781.595, -1734.93, -238.063 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_fan_large_close";
ent = createLoopSound();
ent.v[ "origin" ] = ( 564.176, 1055.49, -52.6539 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_air_vent";
ent = createLoopSound();
ent.v[ "origin" ] = ( -2002.06, 2163.05, 273.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -2612.51, 919.974, 268.379 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -2048.17, -1407.29, 182.992 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1590.8, -1648.12, 201.373 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1046.66, -1837.42, 242.025 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 115.738, -2191.91, 247.2 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 880.605, -2140.88, 150.702 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1420.94, -2145.11, 314.017 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 2340.25, -1009.91, 162.386 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 2630.8, 1293.27, 169.142 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 810.681, 2296.37, 221.051 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_ring";
ent = createLoopSound();
ent.v[ "origin" ] = ( -720.981, 3189.21, 236.678 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_ring";
ent = createLoopSound();
ent.v[ "origin" ] = ( 586.68, 96.1208, -56.2357 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_air_vent";
ent = createLoopSound();
ent.v[ "origin" ] = ( -645.241, 77.4099, -59.7673 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_air_vent";
}
@@ -0,0 +1,513 @@
//_createfx generated. Do not touch!!
#include common_scripts\utility;
#include common_scripts\_createfx;
main()
{
// CreateFX entities placed: 101
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( 591.801, 506.885, 143.693 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( 1059.74, 895.609, 135.961 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 185.452, 1036.01, 141.737 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 234.416, 1780.8, 136.539 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 1642.56, 17.8271, 93.585 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 567.496, -1022.39, 95.6481 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_fast" );
ent.v[ "origin" ] = ( -159.696, -1421.45, 60.2851 );
ent.v[ "angles" ] = ( 270, 349.418, -81.4175 );
ent.v[ "fxid" ] = "dust_wind_fast";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_fast" );
ent.v[ "origin" ] = ( 987.283, -1396.34, 64 );
ent.v[ "angles" ] = ( 270, 349.418, -81.4175 );
ent.v[ "fxid" ] = "dust_wind_fast";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_fast" );
ent.v[ "origin" ] = ( 714.223, -443.814, 144.279 );
ent.v[ "angles" ] = ( 270, 349.418, -81.4175 );
ent.v[ "fxid" ] = "dust_wind_fast";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_slow" );
ent.v[ "origin" ] = ( 1191.96, -462.06, 81.0504 );
ent.v[ "angles" ] = ( 270, 3.43142, -87.431 );
ent.v[ "fxid" ] = "dust_wind_slow";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_slow" );
ent.v[ "origin" ] = ( -408.67, 1267.45, 239.056 );
ent.v[ "angles" ] = ( 270, 3.43142, -87.431 );
ent.v[ "fxid" ] = "dust_wind_slow";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_slow" );
ent.v[ "origin" ] = ( 253.807, -104.357, 132.302 );
ent.v[ "angles" ] = ( 270, 3.43142, -87.431 );
ent.v[ "fxid" ] = "dust_wind_slow";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_slow" );
ent.v[ "origin" ] = ( 400.631, -1528.55, 60.1176 );
ent.v[ "angles" ] = ( 270, 3.43142, -87.431 );
ent.v[ "fxid" ] = "dust_wind_slow";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "firelp_small_pm" );
ent.v[ "origin" ] = ( 786.87, 611.93, 157.891 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "firelp_small_pm";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "firelp_small_pm_a" );
ent.v[ "origin" ] = ( 831.715, 648.121, 145.909 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "firelp_small_pm_a";
ent.v[ "delay" ] = -15;
ent.v[ "soundalias" ] = "fire_metal_small";
ent = createOneshotEffect( "firelp_small_pm_a" );
ent.v[ "origin" ] = ( 431.853, 385.582, 145.287 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "firelp_small_pm_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "firelp_small_pm" );
ent.v[ "origin" ] = ( 373.468, 419.477, 161.112 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "firelp_small_pm";
ent.v[ "delay" ] = -15;
ent.v[ "soundalias" ] = "fire_metal_small";
ent = createOneshotEffect( "firelp_small_pm_a" );
ent.v[ "origin" ] = ( 865.64, 486.694, 141.895 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "firelp_small_pm_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "firelp_small_pm" );
ent.v[ "origin" ] = ( 766.895, 479.279, 148.814 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "firelp_small_pm";
ent.v[ "delay" ] = -15;
ent.v[ "soundalias" ] = "fire_metal_small";
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( -310.954, -391.079, 104.039 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( -374.978, -1067.55, 93.3159 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( -434.328, 496.868, 230.602 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke_light" );
ent.v[ "origin" ] = ( -733.342, 2098.18, 272.125 );
ent.v[ "angles" ] = ( 358, 182, 90 );
ent.v[ "fxid" ] = "hallway_smoke_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke_light" );
ent.v[ "origin" ] = ( -726.775, 1959.96, 272.125 );
ent.v[ "angles" ] = ( 358, 182, 90 );
ent.v[ "fxid" ] = "hallway_smoke_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke_light" );
ent.v[ "origin" ] = ( -687.454, 1975.24, 418.125 );
ent.v[ "angles" ] = ( 358, 182, 90 );
ent.v[ "fxid" ] = "hallway_smoke_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke_light" );
ent.v[ "origin" ] = ( -694.02, 2113.46, 418.125 );
ent.v[ "angles" ] = ( 358, 182, 90 );
ent.v[ "fxid" ] = "hallway_smoke_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke_light" );
ent.v[ "origin" ] = ( -709.264, 1622.42, 436.898 );
ent.v[ "angles" ] = ( 358, 86, 90 );
ent.v[ "fxid" ] = "hallway_smoke_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke_light" );
ent.v[ "origin" ] = ( 1618.84, 583.146, 338.125 );
ent.v[ "angles" ] = ( 358, 86, 90 );
ent.v[ "fxid" ] = "hallway_smoke_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke_light" );
ent.v[ "origin" ] = ( 1781.27, 546.691, 227.125 );
ent.v[ "angles" ] = ( 318.121, 84.6272, 93.4527 );
ent.v[ "fxid" ] = "hallway_smoke_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke_light" );
ent.v[ "origin" ] = ( 1791.44, 574.949, 438.213 );
ent.v[ "angles" ] = ( 318.121, 84.6272, 93.4527 );
ent.v[ "fxid" ] = "hallway_smoke_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke_light" );
ent.v[ "origin" ] = ( 1640.39, 573.043, 165.125 );
ent.v[ "angles" ] = ( 358, 86, 90 );
ent.v[ "fxid" ] = "hallway_smoke_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke_light" );
ent.v[ "origin" ] = ( 1609.49, -1580.1, 81.125 );
ent.v[ "angles" ] = ( 358, 86, 90 );
ent.v[ "fxid" ] = "hallway_smoke_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke_light" );
ent.v[ "origin" ] = ( 1434.6, -1589.03, 78.125 );
ent.v[ "angles" ] = ( 358, 86, 90 );
ent.v[ "fxid" ] = "hallway_smoke_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke_light" );
ent.v[ "origin" ] = ( 230.917, -718.076, 169.125 );
ent.v[ "angles" ] = ( 358, 26, 90 );
ent.v[ "fxid" ] = "hallway_smoke_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke_light" );
ent.v[ "origin" ] = ( 331.984, -660.614, 305.125 );
ent.v[ "angles" ] = ( 358, 226, 90 );
ent.v[ "fxid" ] = "hallway_smoke_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "snow_light" );
ent.v[ "origin" ] = ( 538.545, -2.91238, 854.74 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "snow_light";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_slow" );
ent.v[ "origin" ] = ( -293.809, 1996.3, 230.357 );
ent.v[ "angles" ] = ( 270, 3.43142, -87.431 );
ent.v[ "fxid" ] = "dust_wind_slow";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_wind_spiral" );
ent.v[ "origin" ] = ( 1566.58, 1144.8, 136 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_wind_spiral";
ent.v[ "delay" ] = -15;
ent = createLoopSound();
ent.v[ "origin" ] = ( 422.78, 461.466, 131.466 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_christmas_heli_radio";
ent = createLoopSound();
ent.v[ "origin" ] = ( 699.987, 423.37, 230.602 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 626.633, -1638.33, 328.28 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 293.956, -1612.9, 296.954 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -143.612, -1653.67, 295.872 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 33.8928, -1870.18, 331.752 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -563.993, -1979.8, 463.742 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -525.657, -1402.87, 422.552 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -400.113, -686.742, 462.826 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -395.193, -371.975, 426.163 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 2.97269, -295.829, 300.079 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -264.02, 630.442, 458 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -597.925, 583.392, 480.249 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1021.53, 1314.77, 540 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 517.715, 1695.16, 325 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 851.959, 1489.6, 319.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1436.91, 1174.83, 378.182 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1941.64, -231.1, 235.977 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1691.89, -1196.22, 302.981 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 60.8205, -609.112, 250.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_light_flicker_hum";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1527.2, -1619.55, 385.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_light_flicker_hum";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1755.88, 688.449, 573.094 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_light_flicker_hum";
ent = createLoopSound();
ent.v[ "origin" ] = ( -51.9991, -967.875, 360.497 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wind_snowy_light";
ent = createLoopSound();
ent.v[ "origin" ] = ( 957.972, -785.544, 424.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wind_snowy_light";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1714.46, 685.131, 666.453 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wind_snowy_light";
ent = createLoopSound();
ent.v[ "origin" ] = ( 565.782, 1301.32, 405.074 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wind_snowy_light";
ent = createLoopSound();
ent.v[ "origin" ] = ( -654.55, 1618.99, 544.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wind_snowy_light";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1966.37, -133.208, 200.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wind_snowy_light";
ent = createLoopSound();
ent.v[ "origin" ] = ( 139.416, 1061.1, 147.933 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wind_snowy_heavy";
ent = createLoopSound();
ent.v[ "origin" ] = ( 258.309, 1893.75, 392.332 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wind_snowy_heavy";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1506.73, -639.542, 343.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wind_snowy_heavy";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1543.52, -2285.73, 354.004 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wind_snowy_heavy";
ent = createLoopSound();
ent.v[ "origin" ] = ( -0.224365, 49.865, 450.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wind_snowy_heavy";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1783.88, 1427.83, 454.347 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wind_snowy_heavy";
ent = createLoopSound();
ent.v[ "origin" ] = ( -814.202, 1741.3, 508.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rocky_rubble";
ent = createLoopSound();
ent.v[ "origin" ] = ( 383.938, 1339.65, 406.103 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rocky_rubble";
ent = createLoopSound();
ent.v[ "origin" ] = ( -632.125, 1857.42, 504.41 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wood_creak_res";
ent = createLoopSound();
ent.v[ "origin" ] = ( -954.995, 2125.42, 366.665 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wood_creak_res";
ent = createLoopSound();
ent.v[ "origin" ] = ( 767.875, 1233.88, 294.149 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wood_creak_res";
ent = createLoopSound();
ent.v[ "origin" ] = ( 307.013, 1138.8, 264.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wood_creak_res";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1794.32, 623.875, 264.252 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wood_creak_res";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1448.73, 412.125, 447.071 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wood_creak_res";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1705.47, -1781.81, 217.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wood_creak_res";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1342.13, -2005.23, 315.027 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wood_creak_res";
ent = createLoopSound();
ent.v[ "origin" ] = ( 439.875, -545.553, 391.34 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wood_creak_res";
ent = createLoopSound();
ent.v[ "origin" ] = ( -48.3524, -829.566, 263.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_wood_creak_res";
ent = createLoopSound();
ent.v[ "origin" ] = ( -852.798, -453.457, 566.297 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_squeak";
ent = createLoopSound();
ent.v[ "origin" ] = ( 556.095, -745.342, 342.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_pole";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1800.24, 1187.74, 550.806 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_ring";
ent = createLoopSound();
ent.v[ "origin" ] = ( -579.902, 1104.09, 594.638 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_dull";
ent = createLoopSound();
ent.v[ "origin" ] = ( -583.875, 1464.68, 311.186 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_elec_trans_box";
ent = createLoopSound();
ent.v[ "origin" ] = ( 776.125, 1431.04, 173.477 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_elec_trans_box";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1650.59, 1226.69, 136 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_duct_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1613.78, -1039.28, 219.27 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_duct_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -82.9914, -1031.38, 253.318 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_duct_rattle";
}
+352
View File
@@ -0,0 +1,352 @@
//_createfx generated. Do not touch!!
#include common_scripts\utility;
#include common_scripts\_createfx;
main()
{
// CreateFX entities placed: 114
ent = createOneshotEffect( "rain_heavy_mist" );
ent.v[ "origin" ] = ( 27.2079, -1156.02, 583.278 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "rain_heavy_mist";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "rain_heavy_mist" );
ent.v[ "origin" ] = ( 305.878, 1079.03, 716.141 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "rain_heavy_mist";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "rain_heavy_mist" );
ent.v[ "origin" ] = ( 630.225, 3185.79, 791.874 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "rain_heavy_mist";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "lightning" );
ent.v[ "origin" ] = ( 305.878, 1079.03, 716.141 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "lightning";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "rain_splash_mp_farm" );
ent.v[ "origin" ] = ( 0, 0, 0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "rain_splash_mp_farm";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "water_noise_ud" );
ent.v[ "origin" ] = ( 0, 0, 0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "water_noise_ud";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "water_noise" );
ent.v[ "origin" ] = ( 0, 0, 0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "water_noise";
ent.v[ "delay" ] = -15;
ent = createLoopSound();
ent.v[ "origin" ] = ( -576.991, -2220.08, 311.727 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 63.9243, -2163.12, 309.452 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 64.8542, -1672.52, 275.259 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( -853.737, -1102.06, 463.975 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( -851.61, -1695.77, 462.557 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1044.8, -690.343, 181.514 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1053.75, -1214.76, 175.053 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1378.03, -705.206, 270.643 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 711.931, 188.399, 343.357 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 678.516, 446.213, 347.617 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( -331.54, -13.5321, 352.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 324.781, 1560.25, 369.818 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 556.222, 1224.89, 555.53 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 810.953, 2321.44, 360.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1377.22, 2230.14, 268.116 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1368.39, 3532.43, 386.377 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1013.73, 4132.09, 388.651 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1528.16, 4350.35, 393.087 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( 224.439, 4136.35, 297.577 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( -156.838, 2827.99, 306.238 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( -121.509, 1967.9, 274.461 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_metal";
ent = createLoopSound();
ent.v[ "origin" ] = ( -412.406, -1644.83, 325.343 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_roof";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1474.94, 1618.33, 482.452 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_roof";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1099.24, 1028.97, 480.73 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_roof";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1074, 2823.48, 501.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_roof";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1730, 2686.62, 365.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_roof";
ent = createLoopSound();
ent.v[ "origin" ] = ( 2318.33, 1302.73, 510.054 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1856.35, 2256.09, 499.999 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( 581.656, 3633.59, 467.487 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( 718.735, 4549.52, 220.763 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( -355.197, 3965.54, 465.369 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( -599.405, 2915.75, 216 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( -384.514, 2187.37, 233.907 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( -595.625, 1768.57, 310.26 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( -131.029, 1289.65, 441.982 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( -107.027, 873.012, 478.106 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( -642.727, 335.796, 452.855 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1000.76, -741.958, 297.88 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1613.42, -1950.24, 272.652 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1520.27, -979.477, 254.316 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( 474.325, -702.804, 362.667 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_foliage";
ent = createLoopSound();
ent.v[ "origin" ] = ( -479.42, -831.619, 424.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_building";
ent = createLoopSound();
ent.v[ "origin" ] = ( 445.031, 2918.44, 364.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_building";
ent = createLoopSound();
ent.v[ "origin" ] = ( -579.264, 1573.33, 338.793 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_building";
ent = createLoopSound();
ent.v[ "origin" ] = ( -562.197, 806.644, 414.714 );
ent.v[ "angles" ] = ( 5.29174, 22.3893, 93.956 );
ent.v[ "soundalias" ] = "emt_rain_building";
ent = createLoopSound();
ent.v[ "origin" ] = ( 514.118, 815.928, 353.5 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_building";
ent = createLoopSound();
ent.v[ "origin" ] = ( 331.225, 3756.9, 353.5 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_building";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1349.41, 3013.81, 302.279 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_rain_building";
ent = createOneshotEffect( "cgoshp_drips_a" );
ent.v[ "origin" ] = ( 1216.28, 3989.49, 324.144 );
ent.v[ "angles" ] = ( 270, 339.878, 44.1223 );
ent.v[ "fxid" ] = "cgoshp_drips_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "cgoshp_drips_a" );
ent.v[ "origin" ] = ( 1450.93, 4105.3, 321.774 );
ent.v[ "angles" ] = ( 270, 339.878, 44.1223 );
ent.v[ "fxid" ] = "cgoshp_drips_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "cgoshp_drips_a" );
ent.v[ "origin" ] = ( 1922.56, 3302.94, 323.542 );
ent.v[ "angles" ] = ( 270, 355.785, 4.21563 );
ent.v[ "fxid" ] = "cgoshp_drips_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "cgoshp_drips_a" );
ent.v[ "origin" ] = ( 1661.93, 2701.57, 326.165 );
ent.v[ "angles" ] = ( 270, 2.3402, 89.6598 );
ent.v[ "fxid" ] = "cgoshp_drips_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "cgoshp_drips_a" );
ent.v[ "origin" ] = ( 1280.24, 1627.76, 330.853 );
ent.v[ "angles" ] = ( 270, 2.3402, 89.6598 );
ent.v[ "fxid" ] = "cgoshp_drips_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "cgoshp_drips_a" );
ent.v[ "origin" ] = ( 1694.86, 1637.65, 328.188 );
ent.v[ "angles" ] = ( 270, 2.3402, 89.6598 );
ent.v[ "fxid" ] = "cgoshp_drips_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "cgoshp_drips_a" );
ent.v[ "origin" ] = ( 1176.73, -525.065, 238.409 );
ent.v[ "angles" ] = ( 270.558, 273.989, -98.0083 );
ent.v[ "fxid" ] = "cgoshp_drips_a";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "cgoshp_drips_a" );
ent.v[ "origin" ] = ( 709.797, -601.853, 240.821 );
ent.v[ "angles" ] = ( 270, 2.3402, 89.6598 );
ent.v[ "fxid" ] = "cgoshp_drips_a";
ent.v[ "delay" ] = -15;
ent = createLoopSound();
ent.v[ "origin" ] = ( 556.164, 1485.7, 549.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_squeak";
ent = createLoopSound();
ent.v[ "origin" ] = ( 483.671, -372.166, 316.284 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_squeak";
ent = createLoopSound();
ent.v[ "origin" ] = ( 720.044, -1501.75, 323.241 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_squeak";
}
@@ -0,0 +1,667 @@
//_createfx generated. Do not touch!!
#include common_scripts\utility;
#include common_scripts\_createfx;
main()
{
// CreateFX entities placed: 107
ent = createOneshotEffect( "dust_ceiling_ash_large" );
ent.v[ "origin" ] = ( -494.259, 1864.84, 370.932 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_ceiling_ash_large";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_ceiling_ash_large" );
ent.v[ "origin" ] = ( -483.27, 1472.21, 330.68 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_ceiling_ash_large";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_ceiling_ash_large" );
ent.v[ "origin" ] = ( 733.063, 1008.32, 263.749 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_ceiling_ash_large";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_ceiling_ash_large" );
ent.v[ "origin" ] = ( 722.073, 1400.96, 304.001 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_ceiling_ash_large";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_ceiling_ash_large" );
ent.v[ "origin" ] = ( 121.844, 2783.88, 311.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_ceiling_ash_large";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( -1311.85, 1482.48, 5.48941 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( -730.906, 2566.63, 0 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( 449.773, 3702.16, 0.215331 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( 1959.03, 2103.58, 4.12499 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( 1916.79, 1191.76, 0.125002 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( 807.995, -161.916, 19.0311 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( -1274.22, 95.5326, 154.243 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( -1141.92, -944.125, 279.177 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( -1146.9, -1893.61, 436.778 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( -1147.02, -3018.65, 374 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( -365.007, -3575.63, 325.305 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( -283.645, -2230.65, 287.645 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( -225.11, -98.2912, 64.9932 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( 304.96, 2264.91, -3.66233 );
ent.v[ "angles" ] = ( 270, 347.03, -75.0302 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( 232.903, 1291.77, -4.38582 );
ent.v[ "angles" ] = ( 270, 347.03, -75.0302 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( 2170.38, 3506.45, -41.5648 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ash_spiral_runner" );
ent.v[ "origin" ] = ( 371.57, 3120.6, 26.9343 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ash_spiral_runner";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ash_spiral_runner" );
ent.v[ "origin" ] = ( -409.399, 3011.17, -5.99999 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ash_spiral_runner";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ash_spiral_runner" );
ent.v[ "origin" ] = ( -1342.03, 2180.87, 0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ash_spiral_runner";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ash_spiral_runner" );
ent.v[ "origin" ] = ( 204.754, 512.952, -7.15588 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ash_spiral_runner";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ash_spiral_runner" );
ent.v[ "origin" ] = ( 1384.13, 1065.58, -47.5661 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ash_spiral_runner";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ash_spiral_runner" );
ent.v[ "origin" ] = ( 1632.33, -192.781, 82.182 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ash_spiral_runner";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ash_spiral_runner" );
ent.v[ "origin" ] = ( -1178.67, -783.437, 264.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ash_spiral_runner";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( -315.052, 959.211, -101.875 );
ent.v[ "angles" ] = ( 2, 180, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 33.4124, 959.241, -94.875 );
ent.v[ "angles" ] = ( 2, 180, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 677.324, 289.689, -141.875 );
ent.v[ "angles" ] = ( 2, 180, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 395.661, 641.5, -78.875 );
ent.v[ "angles" ] = ( 2, 268, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 697.842, 1438.04, -86.875 );
ent.v[ "angles" ] = ( 2, 268, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 702.188, 1987.07, -94.875 );
ent.v[ "angles" ] = ( 2, 268, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 764.347, 2746.34, -98.875 );
ent.v[ "angles" ] = ( 2, 268, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "dust_ceiling_ash_large" );
ent.v[ "origin" ] = ( 1039.93, 3132.11, 267.899 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust_ceiling_ash_large";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 312.127, 1084.13, -92.875 );
ent.v[ "angles" ] = ( 2, 268, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "ash_spiral_runner" );
ent.v[ "origin" ] = ( 1458.2, 3759.05, -14.4029 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "ash_spiral_runner";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "battlefield_smokebank_S" );
ent.v[ "origin" ] = ( 1640.63, 1848.91, -44.0183 );
ent.v[ "angles" ] = ( 270, 2.68388, 177.316 );
ent.v[ "fxid" ] = "battlefield_smokebank_S";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "light_shaft_dust_large" );
ent.v[ "origin" ] = ( 584.762, 807.804, 152.943 );
ent.v[ "angles" ] = ( 34, 28, 0 );
ent.v[ "fxid" ] = "light_shaft_dust_large";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "light_shaft_dust_large" );
ent.v[ "origin" ] = ( 590.098, 1171.3, 155.188 );
ent.v[ "angles" ] = ( 34, 28, 0 );
ent.v[ "fxid" ] = "light_shaft_dust_large";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "light_shaft_dust_large" );
ent.v[ "origin" ] = ( 583.014, 1567.33, 172.914 );
ent.v[ "angles" ] = ( 34, 28, 0 );
ent.v[ "fxid" ] = "light_shaft_dust_large";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "light_shaft_dust_large" );
ent.v[ "origin" ] = ( -830.798, 1499.84, 248.081 );
ent.v[ "angles" ] = ( 34, 28, 0 );
ent.v[ "fxid" ] = "light_shaft_dust_large";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "light_shaft_dust_large" );
ent.v[ "origin" ] = ( -816.538, 1708.42, 179.326 );
ent.v[ "angles" ] = ( 34, 28, 0 );
ent.v[ "fxid" ] = "light_shaft_dust_large";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "light_shaft_dust_large" );
ent.v[ "origin" ] = ( -832.401, 1917.14, 161.052 );
ent.v[ "angles" ] = ( 34, 28, 0 );
ent.v[ "fxid" ] = "light_shaft_dust_large";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "room_dust_200" );
ent.v[ "origin" ] = ( -358.262, 1743.18, -16.9947 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "room_dust_200";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "room_dust_200" );
ent.v[ "origin" ] = ( 769.054, 1137.36, 4.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "room_dust_200";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "room_dust_100" );
ent.v[ "origin" ] = ( 1005.31, 3103.95, 48.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "room_dust_100";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "room_dust_100" );
ent.v[ "origin" ] = ( 1271.93, 95.2982, -87.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "room_dust_100";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "room_dust_100" );
ent.v[ "origin" ] = ( 1360.79, 62.7719, 48.125 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "room_dust_100";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "room_dust_200" );
ent.v[ "origin" ] = ( -488.093, 1015.2, -0.667706 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "room_dust_200";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 1250.88, 3333.39, -0.644211 );
ent.v[ "angles" ] = ( 2, 268, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 131.71, 3892.37, 54.125 );
ent.v[ "angles" ] = ( 2, 0, -180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 952.118, 2193.54, -85.875 );
ent.v[ "angles" ] = ( 2, 192, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 1277.01, 2213.07, -48.5282 );
ent.v[ "angles" ] = ( 2, 268, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 1614.48, 555.265, 47.125 );
ent.v[ "angles" ] = ( 2, 4, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 1626.28, 692.434, 36.125 );
ent.v[ "angles" ] = ( 2, 4, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 885.783, 805.456, 26.625 );
ent.v[ "angles" ] = ( 2, 4, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createOneshotEffect( "hallway_smoke" );
ent.v[ "origin" ] = ( 869.081, 623.556, 37.625 );
ent.v[ "angles" ] = ( 2, 4, 180 );
ent.v[ "fxid" ] = "hallway_smoke";
ent.v[ "delay" ] = -15;
ent = createLoopSound();
ent.v[ "origin" ] = ( 1755.87, 74.3573, 224.994 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1851.77, 2831.41, 48.725 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1386.66, 3286.06, 58.019 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 271.777, 2853.37, 311.875 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1321.15, 2552.87, 135.981 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1286.95, 1891.32, 147.41 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1279.4, 1043.05, 192.339 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -415.002, 1692.86, 471.586 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -235.13, 601.468, 191.146 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1507.62, 2183.95, 127.975 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_ac_metal_rattle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1685.82, -516.819, 409.876 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1280.34, -605.269, 389.202 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 856.839, -643.197, 468.603 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 406.208, -682.347, 475.935 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 12.3286, -647.125, 505.433 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -386.101, -773.721, 444.355 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -334.557, -1244.4, 432.722 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -335.101, -1613.86, 472.121 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -294.131, 270.694, 209.321 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -675.988, 350.618, 307.236 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -980.642, 112.782, 339.569 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -818.283, -388.727, 389.25 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1351.21, -78.7065, 403.748 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1299.45, 469.169, 372.964 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1508.8, -354.978, 484.543 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1501.73, -635.979, 528.105 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1540.02, -1003.69, 635.093 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1560.62, -1470.3, 619.877 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1063.76, -1327.53, 611.149 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1162.62, -1527.58, 709.063 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1431.1, -1986.47, 715.725 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1017.82, -1731.08, 681.451 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1106.21, -2087.24, 703.005 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1429.12, -2478.72, 685.585 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1037.45, -2560.76, 690.782 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -633.661, -3072.33, 724.344 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -769.662, -3422.5, 650.172 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -909.645, -3611.85, 656.526 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1932.6, -2910.85, 741.482 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 10.2157, -2451.43, 548.37 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 26.3456, -2147.59, 553.901 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 95.7393, -1503.87, 560.601 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 2087.36, 234.725, 430.523 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 2258.7, 2559.12, 298.066 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 2333.37, 3111.58, 332.457 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 2506.16, 3333.07, 320.623 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 2414.7, 3972.73, 286.799 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 2040.39, 3838.98, 267.839 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1098.87, 4173.26, 289.219 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 560.622, 4296.06, 277.763 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 99.8473, 4252.12, 295.636 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -922.349, 3762.91, 343.029 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( -552.873, 4196.58, 274.619 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_tree_leaf_rustle";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1337.93, 3853.8, 446.849 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_ring";
ent = createLoopSound();
ent.v[ "origin" ] = ( -106.824, 3864.34, 471.304 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_ring";
ent = createLoopSound();
ent.v[ "origin" ] = ( 92.2068, 2682.44, 644.663 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_squeak";
ent = createLoopSound();
ent.v[ "origin" ] = ( 1907.57, 575.764, 447.388 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_dull";
ent = createLoopSound();
ent.v[ "origin" ] = ( -1329.08, -1314.88, 703.385 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_ring";
ent = createLoopSound();
ent.v[ "origin" ] = ( -685.754, 2088.33, 589.428 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_pole";
ent = createLoopSound();
ent.v[ "origin" ] = ( 713.875, 522.621, 523.557 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_pole";
ent = createLoopSound();
ent.v[ "origin" ] = ( 918.466, 1791.94, 557.907 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_metal_rattle_dull";
}
+395
View File
@@ -0,0 +1,395 @@
{
"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"
}
+124
View File
@@ -0,0 +1,124 @@
#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" );
}
@@ -1295,7 +1295,6 @@ Callback_StartGameType()
precacheShader( "white" );
precacheShader( "black" );
//precacheMenu("popup_summary");
game["strings"]["press_to_spawn"] = &"PLATFORM_PRESS_TO_SPAWN";
if ( level.teamBased )
@@ -1473,7 +1472,6 @@ Callback_StartGameType()
thread maps\mp\_skill::init();
thread maps\mp\_areas::init();
thread maps\mp\killstreaks\_killstreaks::init();
//thread maps\mp\_perks::init(); // No longer in use, removed from common scripts. (smart arrow)
thread maps\mp\perks\_perks::init();
thread maps\mp\_events::init();
thread maps\mp\_defcon::init();
@@ -2188,7 +2186,7 @@ endGame( winner, endReasonText, nukeDetonated )
foreach ( player in level.players )
player.pers["stats"] = player.stats;
//logString( "game ended" );
logString( "game ended" );
if( !nukeDetonated && !level.postGameNotifies )
{
if ( !wasOnlyRound() )
+25 -29
View File
@@ -1,9 +1,21 @@
#include maps\mp\_utility;
/*
Author: Intricate, Diamante
Dvars:
- scr_player_forceautoassign <bool>
false - (default) default game behaviour
true - players will be automatically assigned to a team
Notes: fs_game check was removed as the default value is now false.
If a server owner decides to set it to true, its their choice regardless of loaded mods.
Mods should replace this file in case of conflicts.
*/
init()
{
//Intricate - Create DVAR for forcing auto assign, useful for server that would like it.
SetDvarIfUninitialized("scr_player_forceautoassign", true);
SetDvarIfUninitialized( "scr_player_forceautoassign", false );
if ( !isDefined( game["gamestarted"] ) )
{
game["menu_team"] = "team_marinesopfor";
@@ -111,9 +123,9 @@ onMenuResponse()
{
self endon("disconnect");
for(;;)
for (;;)
{
self waittill("menuresponse", menu, response);
self waittill( "menuresponse", menu, response );
if ( response == "back" )
{
@@ -130,14 +142,14 @@ onMenuResponse()
continue;
}
if(response == "changeteam")
if (response == "changeteam")
{
self closepopupMenu();
self closeInGameMenu();
self openpopupMenu(game["menu_team"]);
}
if(response == "changeclass_marines" )
if (response == "changeclass_marines")
{
self closepopupMenu();
self closeInGameMenu();
@@ -159,27 +171,12 @@ onMenuResponse()
continue;
}
if(response == "changeclass_marines_splitscreen" )
if (response == "changeclass_marines_splitscreen" )
self openpopupMenu( "changeclass_marines_splitscreen" );
if(response == "changeclass_opfor_splitscreen" )
if (response == "changeclass_opfor_splitscreen" )
self openpopupMenu( "changeclass_opfor_splitscreen" );
if(response == "endgame")
{
if(level.splitscreen)
{
endparty();
if ( !level.gameEnded )
{
level thread maps\mp\gametypes\_gamelogic::forceEnd();
}
}
continue;
}
if ( response == "endround" )
{
if ( !self isHost() )
@@ -189,7 +186,7 @@ onMenuResponse()
if ( !level.gameEnded )
{
setDvar("sv_dontrotate", 1);
setDvar( "sv_dontRotate", 1 );
level thread maps\mp\gametypes\_gamelogic::forceEnd();
}
else
@@ -201,9 +198,9 @@ onMenuResponse()
continue;
}
if(menu == game["menu_team"])
if (menu == game["menu_team"])
{
switch(response)
switch (response)
{
case "allies":
self [[level.allies]]();
@@ -348,9 +345,8 @@ beginClassChoice( forceNewChoice )
beginTeamChoice()
{
//Intricate - We put the auto assign where the actual team selection is. Also make sure that a mod isn't loaded, mainly to prevent bugs with them.
if( GetDvar("scr_player_forceautoassign") && GetDvar("fs_game") == "" )
self notify("menuresponse", game["menu_team"], "autoassign");
if ( getDvarInt( "scr_player_forceautoassign" ) != 0 )
self notify( "menuresponse", game["menu_team"], "autoassign");
else
self openpopupMenu( game["menu_team"] );
@@ -619,7 +619,6 @@ spawnPlayer()
self setClientDvar( "cg_thirdPerson", "0" );
self setDepthOfField( 0, 0, 512, 512, 4, 0 );
//self setClientDvar( "cg_fov", "65" );
// Don't do this stuff for TI spawn points
if ( isDefined( spawnPoint ) )
@@ -685,7 +684,7 @@ spawnPlayer()
prof_end( "spawnPlayer_postUTS" );
//self logstring( "S " + self.origin[0] + " " + self.origin[1] + " " + self.origin[2] );
self logstring( "S " + self.origin[0] + " " + self.origin[1] + " " + self.origin[2] );
// give "connected" handlers a chance to start
// many of these start onPlayerSpawned handlers which rely on the "spawned_player"
@@ -50,50 +50,42 @@ quickcommands(response)
case "1":
soundalias = "mp_cmd_followme";
saytext = &"QUICKMESSAGE_FOLLOW_ME";
//saytext = "Follow Me!";
break;
case "2":
soundalias = "mp_cmd_movein";
saytext = &"QUICKMESSAGE_MOVE_IN";
//saytext = "Move in!";
break;
case "3":
soundalias = "mp_cmd_fallback";
saytext = &"QUICKMESSAGE_FALL_BACK";
//saytext = "Fall back!";
break;
case "4":
soundalias = "mp_cmd_suppressfire";
saytext = &"QUICKMESSAGE_SUPPRESSING_FIRE";
//saytext = "Suppressing fire!";
break;
case "5":
soundalias = "mp_cmd_attackleftflank";
saytext = &"QUICKMESSAGE_ATTACK_LEFT_FLANK";
//saytext = "Attack left flank!";
break;
case "6":
soundalias = "mp_cmd_attackrightflank";
saytext = &"QUICKMESSAGE_ATTACK_RIGHT_FLANK";
//saytext = "Attack right flank!";
break;
case "7":
soundalias = "mp_cmd_holdposition";
saytext = &"QUICKMESSAGE_HOLD_THIS_POSITION";
//saytext = "Hold this position!";
break;
default:
assert(response == "8");
soundalias = "mp_cmd_regroup";
saytext = &"QUICKMESSAGE_REGROUP";
//saytext = "Regroup!";
break;
}
@@ -117,44 +109,37 @@ quickstatements(response)
case "1":
soundalias = "mp_stm_grenade";
saytext = &"QUICKMESSAGE_ENEMY_SPOTTED";
//saytext = "Enemy spotted!";
break;
case "2":
soundalias = "mp_stm_enemyspotted";
saytext = &"QUICKMESSAGE_ENEMIES_SPOTTED";
//saytext = "Enemy down!";
break;
case "3":
soundalias = "mp_stm_iminposition";
saytext = &"QUICKMESSAGE_IM_IN_POSITION";
//saytext = "I'm in position.";
break;
case "4":
soundalias = "mp_stm_areasecure";
saytext = &"QUICKMESSAGE_AREA_SECURE";
//saytext = "Area secure!";
break;
case "5":
soundalias = "mp_stm_holdyourfire";
saytext = &"QUICKMESSAGE_WATCH_SIX";
//saytext = "Hold your fire!";
break;
case "6":
soundalias = "mp_stm_sniper";
saytext = &"QUICKMESSAGE_SNIPER";
//saytext = "Sniper!";
break;
default:
assert(response == "7");
soundalias = "mp_stm_needreinforcements";
saytext = &"QUICKMESSAGE_NEED_REINFORCEMENTS";
//saytext = "Need reinforcements!";
break;
}
@@ -178,38 +163,32 @@ quickresponses(response)
case "1":
soundalias = "mp_rsp_yessir";
saytext = &"QUICKMESSAGE_YES_SIR";
//saytext = "Yes Sir!";
break;
case "2":
soundalias = "mp_rsp_nosir";
saytext = &"QUICKMESSAGE_NO_SIR";
//saytext = "No Sir!";
break;
case "3":
soundalias = "mp_rsp_onmyway";
saytext = &"QUICKMESSAGE_IM_ON_MY_WAY";
//saytext = "On my way.";
break;
case "4":
soundalias = "mp_rsp_sorry";
saytext = &"QUICKMESSAGE_SORRY";
//saytext = "Sorry.";
break;
case "5":
soundalias = "mp_rsp_greatshot";
saytext = &"QUICKMESSAGE_GREAT_SHOT";
//saytext = "Great shot!";
break;
default:
assert(response == "6");
soundalias = "mp_rsp_areyoucrazy";
saytext = &"QUICKMESSAGE_COME_ON";
//saytext = "Come on!";
break;
}
+2 -2
View File
@@ -248,9 +248,9 @@ onStartGameType()
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_dd_spawn_attacker_start" );
if ( getDvar( "mapname" ) == "mp_shipment_long" )
level.spawn_attackers = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_cha_spawn_axis" );
level.spawn_defenders = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_cha_spawn_axis" );
else
level.spawn_attackers = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_dd_spawn_defender" );
level.spawn_defenders = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_dd_spawn_defender" );
level.spawn_defenders_a = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_dd_spawn_defender_a" );
level.spawn_defenders_a = array_combine( level.spawn_defenders, level.spawn_defenders_a );
+1 -1
View File
@@ -490,7 +490,7 @@ onUse( player )
oldTeam = self maps\mp\gametypes\_gameobjects::getOwnerTeam();
label = self maps\mp\gametypes\_gameobjects::getLabel();
//player logString( "flag captured: " + self.label );
player logString( "flag captured: " + self.label );
self.captureTime = getTime();
+2 -2
View File
@@ -566,7 +566,7 @@ onUsePlantObject( player )
if ( !self maps\mp\gametypes\_gameobjects::isFriendlyTeam( player.pers["team"] ) )
{
level thread bombPlanted( self, player );
//player logString( "bomb planted: " + self.label );
player logString( "bomb planted: " + self.label );
// disable all bomb zones except this one
for ( index = 0; index < level.bombZones.size; index++ )
@@ -600,7 +600,7 @@ onUsePlantObject( player )
onUseDefuseObject( player )
{
player notify ( "bomb_defused" );
//player logString( "bomb defused: " + self.label );
player logString( "bomb defused: " + self.label );
level thread bombDefused();
// disable this bomb zone
+23 -28
View File
@@ -2,49 +2,44 @@
main()
{
maps\mp\_load::main();
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_hunted" );
setdvar( "compassmaxrange", "4000" );
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
maps\mp\_compass::setupMiniMap( "compass_map_hunted" );
setdvar( "compassmaxrange", "4000" );
array_thread( getentarray( "compassTriggers", "targetname" ), ::compass_triggers_think );
array_thread( getentarray( "compassTriggers", "targetname" ), ::compass_triggers_think );
}
self_delete()
{
self delete();
self delete();
}
compass_triggers_think()
{
assertex( isdefined( self.script_noteworthy ), "compassTrigger at " + self.origin + " needs to have a script_noteworthy with the name of the minimap to use" );
while( true )
{
wait( 1 );
self waittill( "trigger" );
maps\mp\_compass::setupMiniMap( self.script_noteworthy );
}
assertex( isdefined( self.script_noteworthy ), "compassTrigger at " + self.origin + " needs to have a script_noteworthy with the name of the minimap to use" );
while ( true )
{
wait( 1 );
self waittill( "trigger" );
maps\mp\_compass::setupMiniMap( self.script_noteworthy );
}
}
createSpawnpoint( classname, origin, yaw )
{
spawnpoint = spawn( "script_origin", origin );
spawnpoint.angles = (0,yaw,0);
spawnpoint = spawn( "script_origin", origin );
spawnpoint.angles = ( 0, yaw, 0 );
if ( !isdefined( level.extraspawnpoints ) )
level.extraspawnpoints = [];
if ( !isdefined( level.extraspawnpoints[classname] ) )
level.extraspawnpoints[classname] = [];
level.extraspawnpoints[classname][ level.extraspawnpoints[classname].size ] = spawnpoint;
if ( !isdefined( level.extraspawnpoints ) )
level.extraspawnpoints = [];
if ( !isdefined( level.extraspawnpoints[classname] ) )
level.extraspawnpoints[classname] = [];
level.extraspawnpoints[classname][ level.extraspawnpoints[classname].size ] = spawnpoint;
}
+4 -4
View File
@@ -185,21 +185,21 @@ init_sounds()
add_context_sensative_dialog( "ai", "in_sight", 7, "ac130_fco_gonnagethim" ); // You gonna get him?
add_context_sensative_dialog( "ai", "in_sight", 8, "ac130_fco_personnelthere" ); // Personnel right there.
add_context_sensative_dialog( "ai", "in_sight", 9, "ac130_fco_nailthoseguys" ); // Nail those guys.
add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light ‘em up.
add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light �em up.
add_context_sensative_dialog( "ai", "in_sight", 12, "ac130_fco_takehimout" ); // Yeah take him out.
add_context_sensative_dialog( "ai", "in_sight", 14, "ac130_plt_yeahcleared" ); // Yeah, cleared to engage.
add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke ‘em.
add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke �em.
add_context_sensative_dialog( "ai", "in_sight", 16, "ac130_fco_rightthere" ); // Right there...tracking.
add_context_sensative_dialog( "ai", "in_sight", 17, "ac130_fco_tracking" ); // Tracking.
add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he’s moving again.
add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he�s moving again.
add_context_sensative_timeout( "ai", "wounded_crawl", undefined, 6 );
add_context_sensative_dialog( "ai", "wounded_pain", 0, "ac130_fco_doveonground" ); // Yeah, he just dove on the ground.
add_context_sensative_dialog( "ai", "wounded_pain", 1, "ac130_fco_knockedwind" ); // Probably just knocked the wind out of him.
add_context_sensative_dialog( "ai", "wounded_pain", 2, "ac130_fco_downstillmoving" ); // That guy's down but still moving.
add_context_sensative_dialog( "ai", "wounded_pain", 3, "ac130_fco_gettinbackup" ); // He's gettin' back up.
add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy’s still moving.
add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy�s still moving.
add_context_sensative_dialog( "ai", "wounded_pain", 5, "ac130_fco_stillmoving" ); // He's still moving.
add_context_sensative_timeout( "ai", "wounded_pain", undefined, 12 );
File diff suppressed because it is too large. Load diff
+24
View File
@@ -0,0 +1,24 @@
main()
{
maps\mp\mp_backlot_fx::main();
maps\createart\mp_backlot_art::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_backlot");
//setExpFog(500, 2200, 0.81, 0.75, 0.63, 1.0, 0);
//VisionSetNaked( "mp_backlot" );
ambientPlay("ambient_backlot_ext");
game["attackers"] = "axis";
game["defenders"] = "allies";
setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");
}
+20
View File
@@ -0,0 +1,20 @@
#include common_scripts\utility;
#include common_scripts\_createfx;
#include common_scripts\_fx;
main()
{
level._effect["firelp_med_pm"] = loadfx ("fire/firelp_med_pm_nodistort");
level._effect["firelp_small_pm"] = loadfx ("fire/firelp_small_pm");
level._effect["firelp_small_pm_a"] = loadfx ("fire/firelp_small_pm_a");
level._effect["dust_wind_fast"] = loadfx ("dust/dust_wind_fast");
level._effect["dust_wind_slow"] = loadfx ("dust/dust_wind_slow_yel_loop");
level._effect["dust_wind_spiral"] = loadfx ("dust/dust_spiral_runner");
level._effect["hawk"] = loadfx ("weather/hawk");
level._effect["bird_seagull_flock_large"] = loadfx ("misc/bird_seagull_flock_large");
/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_backlot_fx::main();
#/
}
+1 -1
View File
@@ -8,7 +8,7 @@ main()
setdvar( "compassmaxrange", "2000" );
ambientPlay( "ambient_trainer_ext2" );
ambientPlay( "ambient_trainer_ext2" );
game["attackers"] = "axis";
game["defenders"] = "allies";
@@ -0,0 +1,13 @@
// IW5 GSC SOURCE
// Decompiled by https://github.com/xensik/gsc-tool
main()
{
common_scripts\_destructible_types_anim_wallfan::main();
maps\animated_models\foliage_cod5_tree_jungle_03::main();
maps\animated_models\foliage_pacific_palms08::main();
maps\animated_models\hanging_apron_wind_medium::main();
maps\animated_models\hanging_longsleeve_wind_medium::main();
maps\animated_models\hanging_sheet_wind_medium::main();
maps\animated_models\hanging_shortsleeve_wind_medium::main();
}
File diff suppressed because it is too large. Load diff
+25
View File
@@ -0,0 +1,25 @@
main()
{
maps\mp\mp_carentan_fx::main();
maps\createart\mp_carentan_art::main();
// This places fx on the lamp prefabs, it's commented out since the fx have been hard coded for shipping.
// The script is left as an example.
//level thread maps\mp\mp_carentan_fx::placeGlows();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_carentan");
// raise up planes to avoid them flying through buildings
level.airstrikeHeightScale = 1.4;
setExpFog(500, 3500, .4, 0.4, 0.35, 0.4, 0);
ambientPlay("ambient_carentan_ext0");
game["attackers"] = "axis";
game["defenders"] = "allies";
}
+82
View File
@@ -0,0 +1,82 @@
#include common_scripts\utility;
#include common_scripts\_createfx;
#include common_scripts\_fx;
main()
{
precacheFX();
/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_carentan_fx::main();
#/
}
precacheFX()
{
level._effect[ "fog_ground_200" ] = loadfx( "weather/fog_ground_200" );
level._effect[ "fog_ground_200_red" ] = loadfx( "weather/fog_ground_200_red" );
level._effect[ "hallway_smoke_dark" ] = loadfx( "smoke/hallway_smoke_dark" );
level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
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[ "chinese_lantern_FX" ] = loadfx( "misc/chinese_latern_glow_orange" );
level._effect[ "ct_street_lamp_glow_FX" ] = loadfx( "misc/ct_street_lamp_glow" );
}
placeGlows()
{
randomStartDelay = randomfloatrange( -20, -15);
//map_source\prefabs\mp_carentan\lantern01.map
thread lightGlows( "chinese_lantern_FX_origin", "chinese_lantern_FX", "misc/chinese_latern_glow_orange", randomStartDelay );
//map_source\prefabs\misc_models\ct_street_lamp_on.map
thread lightGlows( "ct_street_lamp_glow_FX_origin", "ct_street_lamp_glow_FX", "misc/ct_street_lamp_glow", randomStartDelay );
}
lightGlows( targetname, fxName, fxFile, delay, soundalias )
{
lev = level;
if ( !isdefined( level._effect ) )
lev._effect = [];
if ( !isdefined( level._effect[ fxName ] ) )
lev._effect[ fxName ] = loadfx( fxFile );
waittillframeend;
// script_structs
ents = getstructarray(targetname,"targetname");
if ( !isdefined( ents ) )
return;
if ( ents.size <= 0 )
return;
for ( i = 0 ; i < ents.size ; i++ )
ents[i] lightGlows_create( fxName, fxFile, delay, soundalias );
}
lightGlows_create( fxName, fxFile, delay, soundalias )
{
// default effect angles if they dont exist
if ( !isdefined( self.angles ) )
self.angles = ( 0, 0, 0 );
ent = createOneshotEffect( fxName );
ent.v[ "origin" ] = ( self.origin );
ent.v[ "angles" ] = ( self.angles );
ent.v[ "fxid" ] = fxName;
ent.v[ "delay" ] = delay;
if ( isdefined( soundalias ) )
{
ent.v[ "soundalias" ] = soundalias;
}
}
File diff suppressed because it is too large. Load diff
+17
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@@ -0,0 +1,17 @@
main()
{
maps\mp\mp_countdown_fx::main();
maps\createart\mp_countdown_art::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_countdown");
ambientPlay("ambient_crossfire");
game["attackers"] = "allies";
game["defenders"] = "axis";
setdvar( "r_specularcolorscale", "1.5" );
setdvar("compassmaxrange","2000");
}
+45
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@@ -0,0 +1,45 @@
#include common_scripts\utility;
#include common_scripts\_createfx;
#include common_scripts\_fx;
main()
{
level._effect[ "wood" ] = loadfx( "explosions/grenadeExp_wood" );
level._effect[ "dust" ] = loadfx( "explosions/grenadeExp_dirt_1" );
level._effect[ "brick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
level._effect[ "coolaidmanbrick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
level._effect[ "launchtube_steam" ] = loadfx( "smoke/launchTube_steam" );
level._effect[ "smoke_missile_launched" ] = loadfx("smoke/smoke_launchtubes");
level._effect[ "ground_smoke_launch_a" ] = loadfx("smoke/ground_smoke_launch_a");
//ambientFX();
/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_countdown_fx::main();
#/
}
ambientFX()
{
// temp tube smoke
ent = createOneshotEffect("smoke_missile_launched");
ent.v["origin"] = (632, 936, -200);
ent.v["angles"] = (270,0,0);
ent.v["delay"] = -120;
ent = createOneshotEffect("smoke_missile_launched");
ent.v["origin"] = (632, -24, -200);
ent.v["angles"] = (270,0,0);
ent.v["delay"] = -120;
ent = createOneshotEffect("smoke_missile_launched");
ent.v["origin"] = (-600, -24, -200);
ent.v["angles"] = (270,0,0);
ent.v["delay"] = -120;
ent = createOneshotEffect("launchtube_steam");
ent.v["origin"] = (-656, 1052, 0);
ent.v["angles"] = (0,0,0);
ent.v["delay"] = -120;
}
File diff suppressed because it is too large. Load diff
+33
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@@ -0,0 +1,33 @@
main()
{
maps\mp\mp_crash_snow_fx::main();
maps\createart\mp_crash_snow_art::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_crash_snow");
ambientPlay("ambient_bloc_ext");
game["attackers"] = "allies";
game["defenders"] = "axis";
setdvar( "r_specularcolorscale", "1" );
setdvar("compassmaxrange","1600");
level.airstrikefx = loadfx ("explosions/clusterbomb_christmas");
/*
var = 100;
while(1)
{
var = var +10;
setdvar("compassMaxRange", var);
if (var >5000)
var = 100;
wait .05;
}
*/
}
+35
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@@ -0,0 +1,35 @@
#include common_scripts\utility;
#include common_scripts\_createfx;
#include common_scripts\_fx;
main()
{
level._effect["firelp_med_pm"] = loadfx ("fire/firelp_med_pm_nodistort");
level._effect["firelp_small_pm"] = loadfx ("fire/firelp_small_pm");
level._effect["firelp_small_pm_a"] = loadfx ("fire/firelp_small_pm_a");
level._effect["dust_wind_fast"] = loadfx ("weather/snow_wind");
level._effect["dust_wind_slow"] = loadfx ("weather/snow_wind");
level._effect["dust_wind_spiral"] = loadfx ("weather/snow_wind_spiral_runner");
level._effect["battlefield_smokebank_S"] = loadfx ("smoke/battlefield_smokebank_S");
level._effect["hallway_smoke_light"] = loadfx ("smoke/hallway_smoke_light");
level._effect["snow_light"] = loadfx ("weather/snow_light_mp_crash");
/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_crash_snow_fx::main();
#/
thread swapAirstrikeFX();
}
swapAirstrikeFX()
{
level.newairstrike = loadfx ("explosions/clusterbomb_christmas");
wait .05;
level.airstrikefx = level.newairstrike;
}
@@ -26,11 +26,4 @@ main()
//level._effect[ "player_death_explosion" ] = loadfx( "explosions/player_death_explosion" );
//level._effect[ "green_flare" ] = loadfx( "misc/handflare_green" );
*/
/#
if ( common_scripts\utility::shouldRunServerSideEffects() )
maps\createfx\mp_crash_tropical_fx::main();
#/
}
@@ -3,12 +3,10 @@ main()
{
common_scripts\_destructible_types_anim_light_fluo_single::main();
//maps\animated_models\foliage_tree_palm_tall_3::main();
maps\animated_models\foliage_tree_palm_med_1::main();
maps\animated_models\foliage_tree_palm_med_2::main();
maps\animated_models\foliage_tree_palm_med_2_tropical::main();
maps\animated_models\foliage_pacific_fern01::main();
maps\animated_models\foliage_tree_palm_bushy_3::main();
maps\animated_models\foliage_pacific_palms06::main();
maps\animated_models\hanging_apron_wind_medium::main();
File diff suppressed because it is too large. Load diff
+19
View File
@@ -0,0 +1,19 @@
main()
{
maps\mp\mp_farm_fx::main();
maps\createart\mp_farm_art::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_farm" );
ambientPlay( "ambient_farm" );
game["attackers"] = "allies";
game["defenders"] = "axis";
setdvar( "r_specularcolorscale", 1.279588 ); // Set by iw3xport
setdvar("compassmaxrange","2000");
}
+24
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@@ -0,0 +1,24 @@
#include common_scripts\utility;
#include common_scripts\_createfx;
#include common_scripts\_fx;
main()
{
level._effect[ "wood" ] = loadfx( "explosions/grenadeExp_wood" );
level._effect[ "dust" ] = loadfx( "explosions/grenadeExp_dirt_1" );
level._effect[ "brick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
level._effect[ "coolaidmanbrick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
level._effect[ "rain_heavy_mist" ] = loadfx( "weather/rain_mp_farm" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
level._effect[ "cgoshp_drips_a" ] = loadfx( "misc/cgoshp_drips_a" );
//ambient runners
level._effect[ "rain_splash_mp_farm" ] = loadfx( "ambient_runners/mp_farm_rain_splash01" );
level._effect[ "water_noise_ud" ] = loadfx( "ambient_runners/mp_farm_water_noise_ud01" );
level._effect[ "water_noise" ] = loadfx( "ambient_runners/mp_farm_water_noise01" );
/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_farm_fx::main();
#/
}
@@ -934,38 +934,6 @@
"script_specialopsname" "mp_firingrange"
"spawnflags" "1"
}
// open the metal door
/*{
"model" "*23"
"origin" "993 -30 33"
"classname" "script_brushmodel"
"script_specialopsname" "coop_survival_mp_firingrange"
}
{
"model" "*24"
"origin" "1033 -11 33"
"classname" "script_brushmodel"
"script_specialopsname" "mp_firingrange"
}
{
"model" "*25"
"origin" "906 -60 33"
"classname" "script_brushmodel"
"script_specialopsname" "coop_survival_mp_firingrange"
"spawnflags" "1"
}
{
"model" "*26"
"origin" "910 -61 33"
"classname" "script_brushmodel"
"script_noteworthy" "hdrportal"
}
{
"model" "*27"
"origin" "1941 2231 18"
"classname" "script_brushmodel"
"script_noteworthy" "hdrportal"
}*/
{
"gndLt" "5352548a01"
"ltOrigin" "1743 2422.5 -20.2041"
@@ -1826,19 +1794,6 @@
"spawnflags" "1"
}
{
"gndLt" "1a16150000"
"ltOrigin" "-420.117 767.141 -32.7392"
"angles" "0 185.2 0"
"classname" "script_model"
"targetname" "destructible_toy"
"model" "dest_propanetanks_02_d0"
"origin" "-420.8 766.8 -48"
"csv_include" "destructible_propane_tanks02"
"destructible_type" "toy_propane_tanks_02"
"sound_csv_include" "destruct_oxygen_tank"
"destructibledef" "dest_propanetanks_02"
}
{
"gndLt" "231f1d0000"
"ltOrigin" "-536.4 933.9 -20.8741"
"angles" "0 13 0"
+6 -3
View File
@@ -11,11 +11,14 @@ main()
maps\mp\_explosive_barrels::main();
game[ "attackers" ] = "axis";
game[ "defenders" ] = "allies";
ambientPlay( "ambient_mp_estate" );
maps\mp\_compass::setupMiniMap("compass_map_mp_firingrange");
setdvar ( "r_diffusecolorscale", "1.5");
setDvar ( "r_diffusecolorscale", "1.5");
/****** GET ENTITIES ******/
//TRIGGERS
@@ -157,13 +160,13 @@ main()
triggerCheck(target)
{
self endon("game_ended");
while(1)
while (1)
{
self waittill("trigger", player);
//If the target is close enough to the player to cause a possible issue, tell the target to go back the other direction.
distance = Distance(target.origin, self.origin);
if(distance <= 90)
if (distance <= 90)
{
if( isDefined(target.triggeroff))
target.triggeroff = false; //Stop the target.
File diff suppressed because it is too large. Load diff
+24
View File
@@ -0,0 +1,24 @@
main()
{
maps\mp\mp_pipeline_fx::main();
maps\createart\mp_pipeline_art::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_pipeline");
//setExpFog(700, 1500, 0.5, 0.5, 0.5, 1.0, 0);
ambientPlay("ambient_pipeline");
//VisionSetNaked( "mp_pipeline" );
game["attackers"] = "allies";
game["defenders"] = "axis";
setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".1");
setdvar("r_glowbloomintensity1",".1");
setdvar("r_glowskybleedintensity0",".1");
setdvar("compassmaxrange","2200");
}
+25
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@@ -0,0 +1,25 @@
#include common_scripts\utility;
#include common_scripts\_createfx;
#include common_scripts\_fx;
main()
{
level._effect[ "wood" ] = loadfx( "explosions/grenadeExp_wood" );
level._effect[ "dust" ] = loadfx( "explosions/grenadeExp_dirt_1" );
level._effect[ "brick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
level._effect[ "coolaidmanbrick" ] = loadfx( "explosions/grenadeExp_concrete_1" );
//ambient fx
level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "light_shaft_dust_large" ] = loadfx( "dust/light_shaft_dust_large" );
level._effect[ "room_dust_200" ] = loadfx( "dust/room_dust_200_blend" );
level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" );
level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" );
level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );
/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_pipeline_fx::main();
#/
}
+4 -4
View File
@@ -5,17 +5,17 @@ main()
maps\createfx\mp_shipment_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_shipment");
maps\mp\_compass::setupMiniMap( "compass_map_mp_shipment" );
ambientPlay("ambient_trainer_ext2"); //TODO: get proper ambient
game["attackers"] = "axis";
game["defenders"] = "allies";
setdvar( "r_specularcolorscale", "1.7" );
setdvar( "r_diffusecolorscale", "1.3" );
setDvar( "r_specularcolorscale", "1.7" );
setDvar( "r_diffusecolorscale", "1.3" );
setdvar("compassmaxrange","1400");
setDvar( "compassmaxrange","1400" );
level thread deleteChaModels();
}
+30
View File
@@ -0,0 +1,30 @@
main()
{
maps\mp\mp_strike_precache::main();
maps\mp\mp_strike_fx::main();
maps\createart\mp_strike_art::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_strike" );
AmbientPlay( "ambient_mp_strike" );
game["attackers"] = "allies";
game["defenders"] = "axis";
SetDvar( "compassmaxrange", "1900" );
SetDvar( "r_specularcolorscale", "1.86" );
thread BreakGlass();
}
BreakGlass()
{
level waittill( "connected" );
glass = getGlassArray( "brokenglass01" );
foreach( piece in glass )
{
destroyGlass( piece );
}
}
+34 -104
View File
@@ -1,120 +1,54 @@
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
main()
{
maps\mp\_load::main();
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
maps\mp\_compass::setupMiniMap( "compass_map_oilrig_lvl_3" );
setdvar( "compassmaxrange", "4000" );
array_thread( getentarray( "breach_solid", "targetname" ), ::self_delete );
setDvar( "compassMaxRange", 4000.0 );
setExpFog( 3674.792, 4740, 0.076471, 0.118235, 0.07451, 0.8, 0 );
visionSetNaked( "oilrig", 0 );
array_thread( getentarray( "compassTriggers", "targetname" ), ::compass_triggers_think );
CreateRamps((1676, 1330, -70), (2489, 1844, 900));
CreateRamps((-965, 256, -200), (-854, -77, 54));
thread custom_killtrigger();
thread level_think();
thread level_think2();
thread custom_kill_trigger();
thread killTrigger( ( 1020, 175, -80 ), 110, 250 );
}
self_delete()
{
self delete();
}
custom_killtrigger()
{
while (true)
{
wait 0.1;
foreach (player in level.players)
{
if (!isDefined(player) || !isPlayer(player))
{
continue;
}
if (player.origin[2] < -350.0)
{
player suicide();
}
}
}
}
compass_triggers_think()
{
assertex( isdefined( self.script_noteworthy ), "compassTrigger at " + self.origin + " needs to have a script_noteworthy with the name of the minimap to use" );
while( true )
assertEx( isDefined( self.script_noteworthy ), "compassTrigger at " + self.origin + " needs to have a script_noteworthy with the name of the minimap to use" );
while ( true )
{
wait( 1 );
self waittill( "trigger" );
maps\mp\_compass::setupMiniMap( self.script_noteworthy );
}
}
CreateRamps(top, bottom)
{
D = Distance(top, bottom);
blocks = roundUp(D/30);
CX = top[0] - bottom[0];
CY = top[1] - bottom[1];
CZ = top[2] - bottom[2];
XA = CX/blocks;
YA = CY/blocks;
ZA = CZ/blocks;
CXY = Distance((top[0], top[1], 0), (bottom[0], bottom[1], 0));
Temp = VectorToAngles(top - bottom);
BA = (Temp[2], Temp[1] + 90, Temp[0]);
for(b = 0; b < blocks; b++){
block = spawn("script_model", (bottom + ((XA, YA, ZA) * b)));
//block setModel("com_plasticcase_friendly");
block.angles = BA;
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
block = spawn("script_model", (bottom + ((XA, YA, ZA) * blocks) - (0, 0, 5)));
//block setModel("com_plasticcase_friendly");
block.angles = (BA[0], BA[1], 0);
block Solid();
block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
wait 0.01;
}
roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}
level_think()
{
/*-----------------------
/*
-----------------------
MOVING DERRICK DRILL THING
-------------------------*/
-------------------------
*/
eDerrick_thing = getent( "derrick_thing", "targetname" );
eDerrick_thing.origin = eDerrick_thing.origin + ( 0, 0, -2816 );
assert( isdefined( eDerrick_thing ) );
assert( isDefined( eDerrick_thing ) );
time = 2;
speed = 300;
while ( true )
{
eDerrick_thing rotatevelocity( ( 0, speed, 0 ), time );
@@ -122,28 +56,24 @@ level_think()
}
}
level_think2()
{
model1 = getent( "fx_spotlight_beam", "targetname" );
model2 = getent( "com_blackhawk_spotlight_on_mg_setup", "targetname" );
assert( isdefined( model1 ) );
assert( isdefined( model2 ) );
time = 10;
custom_kill_trigger()
{
while ( true )
{
model1 rotateto(model1.angles+(0,45,0),time);
model2 rotateto(model2.angles+(0,45,0),time);
wait( time );
model1 rotateto(model1.angles+(0,-45,0),time);
model2 rotateto(model2.angles+(0,-45,0),time);
wait( time );
model1 rotateto(model1.angles+(10,45,0),time);
model2 rotateto(model2.angles+(10,45,0),time);
wait( time );
model1 rotateto(model1.angles+(-10,-45,0),time);
model2 rotateto(model2.angles+(-10,-45,0),time);
wait( time );
}
wait 0.1;
foreach ( player in level.players )
{
if ( !isAlive( player ) )
{
continue;
}
if ( player.origin[2] < -350.0 ) // -2948.0 <- water level
{
player suicide();
}
}
}
}
+1 -1
View File
@@ -8,7 +8,7 @@ main()
precacheFX()
{
level._effect[ "pipe_steam" ] = LoadFX( "impacts/pipe_steam" );
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" );
File diff suppressed because it is too large. Load diff
+92
View File
@@ -0,0 +1,92 @@
#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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