#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(); }