Remove ff_push

* See fortressforever/fortressforever#6
This commit is contained in:
squeek 2015-03-21 19:26:13 -07:00
parent 17ffdce9c8
commit 231656c31d
3 changed files with 0 additions and 263 deletions

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@ -1,48 +0,0 @@
-- ff_push.lua
-----------------------------------------------------------------------------
-- includes
-----------------------------------------------------------------------------
IncludeScript("base_push");
-----------------------------------------------------------------------------
-- global overrides
-----------------------------------------------------------------------------
local orig_startup = startup
function startup()
-- set up team names. Localisation?
SetTeamName( Team.kBlue, "Ball Locks" )
SetTeamName( Team.kRed, "Rocket Expediting" )
orig_startup()
end
-----------------------------------------------------------------------------
-- triggers for doors
-----------------------------------------------------------------------------
red_respawn_triggerA = respawndoor:new({ team = Team.kRed })
red_respawn_triggerB = respawndoor:new({ team = Team.kRed })
blue_respawn_triggerA = respawndoor:new({ team = Team.kBlue })
blue_respawn_triggerB = respawndoor:new({ team = Team.kBlue })
-----------------------------------------------------------------------------
-- unique push locations
-----------------------------------------------------------------------------
location_blue_corridor = location_info:new({ text = "Corridor", team = Team.kBlue })
location_red_corridor = location_info:new({ text = "Corridor", team = Team.kRed })
location_blue_lasers = location_info:new({ text = "Lasers", team = Team.kBlue })
location_red_lasers = location_info:new({ text = "Lasers", team = Team.kRed })
location_blue_side_warehouse = location_info:new({ text = "Side Warehouse", team = Team.kBlue })
location_red_side_warehouse = location_info:new({ text = "Side Warehouse", team = Team.kRed })
location_blue_loading_bay = location_info:new({ text = "Loading Bay", team = Team.kBlue })
location_red_loading_bay = location_info:new({ text = "Loading Bay", team = Team.kRed })
location_middle_warehouse = location_info:new({ text = "Middle Warehouse", team = Team.kUnassigned })

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PUSH SCORING
Objective: Grab the ball from the centre warehouse and then run it to the enemy company's loading zone! Capture it on the raised platform.
The team with the most captures at the end of the game wins!

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// Push soundscape file
// Author: Defrag
// Some sections based on existing valve soundscapes but modified
// generic outside sound
"ff.outside"
{
// constant wind base
"playlooping"
{
"volume" "0.2"
"pitch" "100"
"wave" "ambient/wind/ff_wasteland_wind.wav"
}
// Wind gusts (based on cliffe's cs_assault settings)
"playrandom"
{
"time" "20,30"
"volume" "0.3,0.4"
"pitch" "90,110"
"rndwave"
{
"wave" "ambient/wind/wind_snippet1.wav"
"wave" "ambient/wind/wind_snippet2.wav"
"wave" "ambient/wind/wind_snippet3.wav"
"wave" "ambient/wind/wind_snippet4.wav"
"wave" "ambient/wind/wind_snippet5.wav"
}
}
}
// Rats. Ach, gash!
"push.rats"
{
"playrandom"
{
"time" "20,30"
"volume" "0.3,0.5"
"pitch" "90,100"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/creatures/rats1.wav"
"wave" "ambient/creatures/rats2.wav"
"wave" "ambient/creatures/rats3.wav"
"wave" "ambient/creatures/rats4.wav"
}
}
}
// workshop noises
"push.workshop"
{
"playrandom"
{
"time" "30,60"
"volume" "0.1,0.2"
"pitch" "90,110"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/push/airhose.wav"
"wave" "ambient/push/airwrench1.wav"
"wave" "ambient/push/airwrench2.wav"
}
}
}
// outside area between the central warehouse and the base corridor
"push.outside"
{
"dsp" "1"
"dsp_volume" "0.5"
"playsoundscape"
{
"name" "ff.outside"
"volume" "1.0"
}
}
// capture point area
"push.capturepoint"
{
"dsp" "1"
"dsp_volume" "0.5"
"playsoundscape"
{
"name" "ff.outside"
"volume" "1.0"
}
// train going past
"playrandom"
{
"time" "120,180"
"volume" "0.3"
"pitch" "100"
"rndwave"
{
"wave" "ambient/machines/train_rumble.wav"
}
}
}
// side warehouse with no roof
"push.sidewarehouse"
{
"dsp" "1"
"dsp_volume" "0.5"
"playsoundscape"
{
"name" "ff.outside"
"volume" "1.0"
}
"playsoundscape"
{
"name" "push.rats"
"volume" "1.0"
}
"playsoundscape"
{
"name" "push.workshop"
"volume" "1.0"
}
}
// respawn
"push.respawn"
{
"dsp" "1"
"dsp_volume" "0.5"
// General ambient noise
"playlooping"
{
"volume" "0.3"
"pitch" "100"
"wave" "ambient/push/inside_amb1.wav"
}
"playrandom"
{
"time" "30,60"
"volume" "0.3,0.5"
"pitch" "90,100"
"position" "random"
"soundlevel" "SNDLVL_140db"
"rndwave"
{
"wave" "ambient/materials/metal4.wav"
"wave" "ambient/materials/rustypipes1.wav"
"wave" "ambient/materials/rustypipes2.wav"
}
}
}
// main warehouse in centre
"push.centralwarehouse"
{
"dsp" "1"
"dsp_volume" "0.5"
// General ambient noise
"playlooping"
{
"volume" "0.5"
"pitch" "100"
"wave" "ambient/push/inside_amb1.wav"
}
"playsoundscape"
{
"name" "push.workshop"
"volume" "1.0"
}
"playsoundscape"
{
"name" "ff.outside"
"volume" "0.6"
}
}
// doughnut shaped hallway that connects the respawn, cap point, side warehouse etc.
"push.doughnut"
{
"dsp" "1"
"dsp_volume" "0.5"
"playsoundscape"
{
"name" "push.respawn"
"volume" "1.0"
}
"playsoundscape"
{
"name" "ff.outside"
"volume" "0.6"
}
}