cod4-sdk/raw/maps/cargoship_fx.gsc

473 lines
19 KiB
Text
Raw Permalink Normal View History

2008-01-19 00:00:00 +00:00
#include common_scripts\utility;
#include maps\_utility;
#include maps\_weather;
main()
{
level.truecolor = getMapSunLight();
level.orgsuncolor = [];
if(level.jumpto == "start" )
{
level.orgsuncolor[0] = 0.0;
level.orgsuncolor[1] = 0.0;
level.orgsuncolor[2] = 0.0;
}
else
level.orgsuncolor = getMapSunLight();
flag_init("cargoship_lighting_off");
//sinking sequence fx
level._effect["sinking_explosion"] = loadfx ("explosions/cobrapilot_vehicle_explosion");
level._effect["sinking_leak_large"] = loadfx ("misc/cargoship_sinking_leak_large");
level._effect["event_waterleak"] = loadfx ("misc/cargoship_sinking_leak_med");
level._effect["event_steamleak"] = loadfx ("misc/cargoship_sinking_steam_leak");
level._effect["event_sparks"] = loadfx ("explosions/sparks_d");
level._effect["sparks_runner"] = loadfx ("explosions/sparks_runner");
level._effect["sinking_waterlevel_center"] = loadfx ("misc/cargoship_water_noise");
level._effect["sinking_waterlevel_edge"] = loadfx ("misc/cargoship_water_noise");
level._effect["escape_waternoise"] = loadfx ("weather/rain_noise");
level._effect["escape_waternoise_ud"] = loadfx ("weather/rain_noise_ud");
level._effect["escape_waterdrips"] = loadfx ("misc/cgoshp_drips_a");
level._effect["escape_water_drip_stairs"] = loadfx ("misc/water_drip_stairs");
level._effect["escape_water_gush_stairs"] = loadfx ("misc/water_gush_stairs");
level._effect["escape_caustics"] = loadfx ("misc/caustics");
//random
level._effect["vodka_bottle"] = loadfx ("props/vodka_bottle");
level._effect["coffee_mug"] = loadfx ("misc/coffee_mug_cargoship");
level._effect["cargo_vl_red_thin"] = loadfx ("misc/cargo_vl_red_thin");
level._effect["cargo_vl_white"] = loadfx ("misc/cargo_vl_white");
level._effect["cargo_vl_white_soft"] = loadfx ("misc/cargo_vl_white_soft");
level._effect["cargo_vl_white_eql"] = loadfx ("misc/cargo_vl_white_eql");
level._effect["cargo_vl_white_eql_flare"] = loadfx ("misc/cargo_vl_white_eql_flare");
level._effect["cargo_vl_red_lrg"] = loadfx ("misc/cargo_vl_red_lrg");
level._effect["cargo_steam"] = loadfx ("smoke/cargo_steam");
//fx for helicopter
level._effect["heli_spotlight"] = loadfx ("misc/spotlight_medium_cargoship");
level._effect["spotlight_dlight"] = loadfx ("misc/spotlight_dlight");
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"] = loadfx ("smoke/cigarsmoke_exhale");
level._effect["heli_minigun_shells"] = loadfx ("shellejects/20mm_cargoship");
//fx for heli interior/exterior lights
level._effect["aircraft_light_cockpit_red"] = loadfx ("misc/aircraft_light_cockpit_red_powerfull");
level._effect["aircraft_light_cockpit_blue"] = loadfx ("misc/aircraft_light_cockpit_blue");
level._effect["aircraft_light_red_blink"] = loadfx ("misc/aircraft_light_red_blink");
level._effect["aircraft_light_white_blink"] = loadfx ("misc/aircraft_light_white_blink");
level._effect["aircraft_light_wingtip_green"] = loadfx ("misc/aircraft_light_wingtip_green");
level._effect["aircraft_light_wingtip_red"] = loadfx ("misc/aircraft_light_wingtip_red");
//lights
level._effect["cgoshp_lights_cr"] = loadfx ("misc/cgoshp_lights_cr");
level._effect["cgoshp_lights_flr"] = loadfx ("misc/cgoshp_lights_flr");
level._effect["flashlight"] = loadfx ("misc/flashlight_cargoship");
//ambient fx
level._effect["watersplash"] = loadfx ("misc/cargoship_splash");
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["cgoshp_drips"] = loadfx ("misc/cgoshp_drips");
level._effect["cgoshp_drips_a"] = loadfx ("misc/cgoshp_drips_a");
level._effect["rain_noise"] = loadfx ("weather/rain_noise");
level._effect["rain_noise_ud"] = loadfx ("weather/rain_noise_ud");
level._effect["fire_med_nosmoke"] = loadfx ("fire/tank_fire_engine");
level._effect["watersplash_small"] = loadfx ("misc/watersplash_small");
level._effect["water_gush"] = loadfx ("misc/water_gush");
level._effect["steam"] = loadfx ("impacts/pipe_steam");
//footstep fx
animscripts\utility::setFootstepEffect ("mud", loadfx ("impacts/footstep_water_dark"));
animscripts\utility::setFootstepEffect ("grass", loadfx ("impacts/footstep_water_dark"));
animscripts\utility::setFootstepEffect ("dirt", loadfx ("impacts/footstep_water_dark"));
animscripts\utility::setFootstepEffect ("concrete", loadfx ("impacts/footstep_water_dark"));
animscripts\utility::setFootstepEffect ("rock", loadfx ("impacts/footstep_water_dark"));
animscripts\utility::setFootstepEffect ("asphalt", loadfx ("impacts/footstep_water_dark"));
animscripts\utility::setFootstepEffect ("wood", loadfx ("impacts/footstep_water_dark"));
animscripts\utility::setFootstepEffect ("metal", loadfx ("impacts/footstep_water_dark"));
// Rain
level._effect["rain_heavy_mist_heli_hack"] = loadfx ("weather/rain_heavy_mist_heli_hack");
level._effect["rain_drops_fastrope"] = loadfx ("weather/rain_drops_fastrope");
level._effect["rain_heavy_cloudtype"] = loadfx ("weather/rain_heavy_cloudtype");
if( getdvarint( "r_zFeather" ) )
{
level._effect["rain_10"] = loadfx ("weather/rain_heavy_mist");
level._effect["rain_9"] = loadfx ("weather/rain_heavy_mist");
level._effect["rain_8"] = loadfx ("weather/rain_heavy_mist");
level._effect["rain_7"] = loadfx ("weather/rain_heavy_mist");
level._effect["rain_6"] = loadfx ("weather/rain_heavy_mist");
level._effect["rain_5"] = loadfx ("weather/rain_heavy_mist");
level._effect["rain_4"] = loadfx ("weather/rain_heavy_mist");
level._effect["rain_3"] = loadfx ("weather/rain_heavy_mist");
level._effect["rain_2"] = loadfx ("weather/rain_heavy_mist");
level._effect["rain_1"] = loadfx ("weather/rain_heavy_mist");
level._effect["rain_0"] = loadfx ("weather/rain_heavy_mist");
}
else
{
level._effect["rain_10"] = loadfx ("misc/blank");
level._effect["rain_9"] = loadfx ("misc/blank");
level._effect["rain_8"] = loadfx ("misc/blank");
level._effect["rain_7"] = loadfx ("misc/blank");
level._effect["rain_6"] = loadfx ("misc/blank");
level._effect["rain_5"] = loadfx ("misc/blank");
level._effect["rain_4"] = loadfx ("misc/blank");
level._effect["rain_3"] = loadfx ("misc/blank");
level._effect["rain_2"] = loadfx ("misc/blank");
level._effect["rain_1"] = loadfx ("misc/blank");
level._effect["rain_0"] = loadfx ("misc/blank");
}
//Explosions
// level._effect["barrelExp"] = loadfx ("props/barrelExp");
thread rainControl(); // level specific rain settings.
thread playerWeather(); // make the actual rain effect generate around the player
// Thunder & Lightning
level._effect["lightning"] = loadfx ("weather/lightning");
level._effect["lightning_bolt"] = loadfx ("weather/lightning_bolt");
level._effect["lightning_bolt_lrg"] = loadfx ("weather/lightning_bolt_lrg");
addLightningExploder(10); // these exploders make lightning flashes in the sky
addLightningExploder(11);
addLightningExploder(12);
level.nextLightning = gettime() + 1;//10000 + randomfloat(4000); // sets when the first lightning of the level will go off
//ambient fx
thread treadfx_override();
thread init_exploders();
thread rampupsun();
}
treadfx_override()
{
maps\_treadfx::setvehiclefx( "blackhawk", "brick" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "bark" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "carpet" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "cloth" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "concrete" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "dirt" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "flesh" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "foliage" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "glass" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "grass" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "gravel" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "ice" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "metal" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "mud" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "paper" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "plaster" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "rock" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "sand" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "snow" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "water" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "wood" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "asphalt" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "ceramic" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "plastic" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "rubber" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "cushion" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "fruit" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "painted metal" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "default" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "blackhawk", "none" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "brick" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "bark" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "carpet" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "cloth" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "concrete" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "dirt" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "flesh" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "foliage" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "glass" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "grass" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "gravel" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "ice" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "metal" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "mud" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "paper" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "plaster" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "rock" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "sand" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "snow" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "water" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "wood" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "asphalt" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "ceramic" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "plastic" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "rubber" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "cushion" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "fruit" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "painted metal" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "default" ,"treadfx/heli_dust_cargoship" );
maps\_treadfx::setvehiclefx( "seaknight", "none" ,"treadfx/heli_dust_cargoship" );
}
rainControl()
{
// controls the temperment of the weather
rainInit("hard"); // "none" "light" or "hard"
if( level.jumpto == "start" )
wait 40;
thread lightning(::normal, ::flash); // starts up a lightning process with the level specific fog settings
}
rampupsun()
{
color = level.truecolor;
time = 10;
range = [];
range[0] = color[0] - level.orgsuncolor[0];
range[1] = color[1] - level.orgsuncolor[1];
range[2] = color[2] - level.orgsuncolor[2];
passes = time * 5;
interval = [];
interval[0] = range[0] / (passes);
interval[1] = range[1] / (passes);
interval[2] = range[2] / (passes);
wait 12;
while(passes)
{
setsunlight( level.orgsuncolor[0], level.orgsuncolor[1], level.orgsuncolor[2] );
level.orgsuncolor[0] += interval[0];
level.orgsuncolor[1] += interval[1];
level.orgsuncolor[2] += interval[2];
wait .2;
passes--;
}
}
normal()
{
level.sea_foam hide();
resetSunLight();
level.fogvalue["near"] = 100;
level.fogvalue["half"] = 4000;
setExpFog (level.fogvalue["near"], level.fogvalue["half"], level.fogvalue["r"], level.fogvalue["g"], level.fogvalue["b"], 0.1);
setsunlight( level.orgsuncolor[0], level.orgsuncolor[1], level.orgsuncolor[2] );
flag_set("cargoship_lighting_off");
if( flag( "cargohold_fx" ) )
{
level.sea_black hide();
level.sea_foam hide();
return;
}
level.sea_black show();
}
show_water()
{
level.fogvalue["near"] = 100;
level.fogvalue["half"] = 7000;
setExpFog (level.fogvalue["near"], level.fogvalue["half"], level.fogvalue["r"], level.fogvalue["g"], level.fogvalue["b"], 0.1);
if( flag( "cargohold_fx" ) )
{
level.sea_black hide();
level.sea_foam hide();
return;
}
level.sea_foam show();
level.sea_black hide();
}
init_exploders()
{
waittillframeend;
/********************************************************************************/
/* HEY ROBERT */
/* */
/* You're wondering wtf this is...by putting the exploder into this array, */
/* we can call it dynamically based on the boat tilt and player position */
/* */
/********************************************************************************/
level._waves_exploders = getfxarraybyID( "watersplash" );
// various lightning sky effects around the level
/********************************************************************************/
/* HEY ROBERT */
/* */
/* You're wondering wtf this is...by putting the exploder into this array, */
/* we can change it's origin relative to the world position */
/* */
/********************************************************************************/
level._lighting_exploders = getfxarraybyID( "lightning" );
for(i=0; i< level._lighting_exploders.size; i++)
level._lighting_exploders[i].v["cargoship_origin"] = level._lighting_exploders[i].v["origin"];
}
update_exploders()
{
for(i=0; i< level._lighting_exploders.size; i++)
level._lighting_exploders[i].v["origin"] = level._sea_org localtoworldcoords(level._lighting_exploders[i].v["cargoship_origin"]);
}
flash(flshmin, flshmax, strmin, strmax, dir)
{
level notify("CS_lighting_flash");
level endon("CS_lighting_flash");
if(level.createFX_enabled)
return;
if( flag("cargohold_fx") )
{
normal();
return;
}
add = undefined;
if(isdefined(dir))
add = dir;
else
add = ( (randomfloatrange(20, 30) * -1), (randomfloatrange(20, 25)), 0 );
min = 1;
max = 4;
if(isdefined(flshmin))
min = flshmin;
if(isdefined(flshmax) && flshmax < max)
max = flshmax;
num = randomintrange(min, max);
min = 0;
max = 3;
if(isdefined(strmin))
min = strmin;
if(isdefined(strmax) && strmax < max)
max = strmax;
for(i=0; i<num; i++)
{
type = randomintrange(min, max);
switch(type)
{
case 0:{
wait (0.05);
flag_clear("cargoship_lighting_off");
update_exploders();
setSunLight( 1, 1, 1.2 );
show_water();
angle = level.new_lite_settings + add;
vec = anglestoforward( angle );
setSunDirection( vec );
wait (0.05);
update_exploders();
setSunLight( 2, 2, 2.5 );
angle = level.new_lite_settings + add;
vec = anglestoforward( angle );
setSunDirection( vec );
}break;
case 1:{
wait (0.05);
flag_clear("cargoship_lighting_off");
update_exploders();
setSunLight( 1, 1, 1.2 );
show_water();
angle = level.new_lite_settings + add;
vec = anglestoforward( angle );
setSunDirection( vec );
wait (0.05);
update_exploders();
setSunLight( 2, 2, 2.5 );
angle = level.new_lite_settings + add;
vec = anglestoforward( angle );
setSunDirection( vec );
wait (0.05);
update_exploders();
setSunLight( 3, 3, 3.7 );
angle = level.new_lite_settings + add;
vec = anglestoforward( angle );
setSunDirection( vec );
}break;
case 2:{
wait (0.05);
flag_clear("cargoship_lighting_off");
update_exploders();
setSunLight( 1, 1, 1.2 );
show_water();
angle = level.new_lite_settings + add;
vec = anglestoforward( angle );
setSunDirection( vec );
wait (0.05);
update_exploders();
setSunLight( 2, 2, 2.5 );
angle = level.new_lite_settings + add;
vec = anglestoforward( angle );
setSunDirection( vec );
wait (0.05);
update_exploders();
setSunLight( 3, 3, 3.7 );
angle = level.new_lite_settings + add;
vec = anglestoforward( angle );
setSunDirection( vec );
wait (0.05);
update_exploders();
setSunLight( 4, 4, 5 );
angle = level.new_lite_settings + add;
vec = anglestoforward( angle );
setSunDirection( vec );
}break;
}
wait randomfloatrange(0.05, 0.1);
normal();
}
normal();
}