#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(); }