iw4x-rawfiles/iw4x/iw4x_00/maps/mp/co_hunted_fx.gsc

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#include common_scripts\utility;
#include maps\mp\_utility;
main()
{
//level._effect["firelp_vhc_lrg_pm_farview"] = loadfx ("fire/firelp_vhc_lrg_pm_farview");
//level._effect["lighthaze"] = loadfx ("misc/lighthaze");
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[ "fog_hunted" ] = loadfx( "weather/fog_hunted" );
level._effect[ "fog_hunted_a" ] = loadfx( "weather/fog_hunted_a" );
level._effect[ "bird_pm" ] = loadfx( "misc/bird_pm" );
level._effect[ "bird_takeoff_pm" ] = loadfx( "misc/bird_takeoff_pm" );
level._effect[ "leaves" ] = loadfx( "misc/leaves" );
level._effect[ "leaves_runner" ] = loadfx( "misc/leaves_runner" );
level._effect[ "leaves_runner_1" ] = loadfx( "misc/leaves_runner_1" );
level._effect[ "leaves_lp" ] = loadfx( "misc/leaves_lp" );
level._effect[ "leaves_gl" ] = loadfx( "misc/leaves_gl" );
level._effect[ "leaves_gl_a" ] = loadfx( "misc/leaves_gl_a" );
level._effect[ "leaves_gl_b" ] = loadfx( "misc/leaves_gl_b" );
level._effect[ "hunted_vl" ] = loadfx( "misc/hunted_vl" );
level._effect[ "hunted_vl_sm" ] = loadfx( "misc/hunted_vl_sm" );
level._effect[ "hunted_vl_od_lrg" ] = loadfx( "misc/hunted_vl_od_lrg" );
level._effect[ "hunted_vl_od_lrg_a" ] = loadfx( "misc/hunted_vl_od_lrg_a" );
level._effect[ "hunted_vl_od_sml" ] = loadfx( "misc/hunted_vl_od_sml" );
level._effect[ "hunted_vl_od_sml_a" ] = loadfx( "misc/hunted_vl_od_sml_a" );
level._effect[ "hunted_vl_od_dtl_a" ] = loadfx( "misc/hunted_vl_od_dtl_a" );
level._effect[ "hunted_vl_od_dtl_b" ] = loadfx( "misc/hunted_vl_od_dtl_b" );
level._effect[ "mist_hunted_add" ] = loadfx( "weather/mist_hunted_add" );
level._effect[ "insects_light_hunted" ] = loadfx( "misc/insects_light_hunted" );
level._effect[ "insects_light_hunted_a" ] = loadfx( "misc/insects_light_hunted_a" );
level._effect[ "hunted_vl_white_eql" ] = loadfx( "misc/hunted_vl_white_eql" );
// level._effect["hunted_vl_white_eql_flare"] = loadfx ("misc/hunted_vl_white_eql_flare");
level._effect[ "hunted_vl_white_eql_a" ] = loadfx( "misc/hunted_vl_white_eql_a" );
// level._effect["grenadeexp_fuel"] = loadfx ("explosions/grenadeexp_fuel");
// level._effect["hunted_fel"] = loadfx ("misc/hunted_fel");
level._effect[ "greenhouse_fog_spot_lit" ] = loadfx( "smoke/greenhouse_fog_spot_lit" );
level._effect[ "waterfall_hunted" ] = loadfx( "misc/waterfall_hunted" );
level._effect[ "stream_hunted" ] = loadfx( "misc/stream_hunted" );
//footstep fx
setFootstepEffect( "asphalt", loadfx( "impacts/footstep_dust_dark" ) );
setFootstepEffect( "brick", loadfx( "impacts/footstep_dust_dark" ) );
setFootstepEffect( "carpet", loadfx( "impacts/footstep_dust_dark" ) );
setFootstepEffect( "cloth", loadfx( "impacts/footstep_dust_dark" ) );
setFootstepEffect( "concrete", loadfx( "impacts/footstep_dust_dark" ) );
setFootstepEffect( "dirt", loadfx( "impacts/footstep_dust_dark" ) );
setFootstepEffect( "foliage", loadfx( "impacts/footstep_dust_dark" ) );
setFootstepEffect( "grass", loadfx( "impacts/footstep_dust_dark" ) );
setFootstepEffect( "metal", loadfx( "impacts/footstep_dust_dark" ) );
setFootstepEffect( "mud", loadfx( "impacts/footstep_mud_dark" ) );
setFootstepEffect( "rock", loadfx( "impacts/footstep_dust_dark" ) );
setFootstepEffect( "sand", loadfx( "impacts/footstep_dust_dark" ) );
setFootstepEffect( "water", loadfx( "impacts/footstep_water_dark" ) );
setFootstepEffect( "wood", loadfx( "impacts/footstep_dust_dark" ) );
//Rain Fx :D
level._effect[ "rain_mp_storm" ] = loadfx( "weather/rain_mp_storm" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_storm" );
level._effect[ "waterfall_drainage_mp" ] = loadfx( "water/waterfall_drainage_mp" );
level._effect[ "waterfall_drainage_splash_mp" ] = loadfx( "water/waterfall_drainage_splash_mp" );
maps\createfx\co_hunted_fx::main();
}
setFootstepEffect( name, fx )
{
assertEx( isdefined( name ), "Need to define the footstep surface type." );
assertEx( isdefined( fx ), "Need to define the mud footstep effect." );
if( !isdefined( anim.optionalStepEffects ) )
anim.optionalStepEffects = [];
anim.optionalStepEffects[ anim.optionalStepEffects.size ] = name;
level._effect[ "step_" + name ] = fx;
anim.optionalStepEffectFunction = playFootStepEffect();
}
playFootStepEffect(foot, groundType)
{
for (i=0;i<anim.optionalStepEffects.size;i++)
{
if (groundType != anim.optionalStepEffects[i])
continue;
org = self gettagorigin(foot);
playfx(level._effect["step_" + anim.optionalStepEffects[i]], org, org + (0,0,100));
return;
}
}