cod4-sdk/raw/maps/airlift_fx.gsc

200 lines
12 KiB
Text
Raw Normal View History

2008-01-19 00:00:00 +00:00
#include maps\_utility;
main()
{
//only use a small fx for T72 since it will be covered by giant rocket explosion :)
maps\_vehicle::build_deathfx_override( "t72", ( "explosions/grenade_flash" ), "tag_origin", "exp_armor_vehicle" );
/*-----------------------
AMBIENT FX
-------------------------*/
level.airstrikefx = loadfx ( "explosions/clusterbomb" );
//tanker trucks
level._effect[ "tanker_fire" ] = loadfx ( "fire/firelp_large_pm" );
//misc
level._effect[ "antiair_runner" ] = loadfx ( "misc/antiair_runner_night" );
//smoke
level._effect[ "battlefield_smokebank_S" ] = loadfx ( "smoke/battlefield_smokebank_bog_a" );
level._effect[ "thin_black_smoke_M" ] = loadfx ( "smoke/thin_black_smoke_M" );
level._effect[ "thin_black_smoke_L" ] = loadfx ( "smoke/thin_black_smoke_L" );
level._effect[ "thin_light_smoke_S" ] = loadfx ( "smoke/thin_light_smoke_S" );
level._effect[ "thin_light_smoke_M" ] = loadfx ( "smoke/thin_light_smoke_M" );
level._effect[ "thin_light_smoke_L" ] = loadfx ( "smoke/thin_light_smoke_L" );
//fire
level._effect[ "tire_fire_med" ] = loadfx ( "fire/tire_fire_med" );
level._effect[ "firelp_large_pm" ] = loadfx ( "fire/firelp_large_pm" );
level._effect[ "firelp_small_dl_a" ] = loadfx ( "fire/firelp_small_dl_a" );
level._effect[ "firelp_small_dl_b" ] = loadfx ( "fire/firelp_small_dl_b" );
level._effect[ "firelp_small_dl_c" ] = loadfx ( "fire/firelp_small_dl_c" );
level._effect[ "firelp_small_dl_d" ] = loadfx ( "fire/firelp_small_dl_d" );
level._effect[ "firelp_vhc_lrg_pm_farview" ] = loadfx ( "fire/firelp_vhc_lrg_pm_farview" );
level._effect[ "oil_field_fire" ] = loadfx ( "fire/oil_field_fire" );
//dust
level._effect[ "dust_wind_slow" ] = loadfx ( "dust/dust_wind_slow_yel_loop" );
level._effect[ "smoke_oilfire_01" ] = loadfx ( "smoke/tunnel_smoke_bog_a" );
level._effect[ "smoke_oilfire_02" ] = loadfx ( "smoke/tunnel_smoke_bog_a" );
//exploders
level._effect[ "statue_explosion" ] = loadfx( "explosions/exp_pack_doorbreach" );
level._effect[ "statue_impact" ] = loadfx( "explosions/grenadeExp_concrete_1" );
level._effect[ "statue_smoke" ] = loadfx( "smoke/thin_light_smoke_S" );
level._effect[ "gas_station_explosion" ] = loadfx( "explosions/tanker_explosion" );
level._effect[ "green_car_explosion" ] = loadfx( "explosions/small_vehicle_explosion_airlift" );
level._effect[ "green_car_explosion2" ] = loadfx( "explosions/small_vehicle_explosion_airlift" );
level._effect[ "cobra_crash_01" ] = loadfx( "explosions/grenadeExp_concrete_1" );
level._effect[ "cobra_crash_03" ] = loadfx( "explosions/large_vehicle_explosion" );
level._effect[ "cobra_crash_end" ] = loadfx( "explosions/large_vehicle_explosion" );
level._effect[ "cobra_crash_path_explosion_01" ] = loadfx( "explosions/belltower_explosion" );
level._effect[ "cobra_crash_path_explosion_02" ] = loadfx( "explosions/clusterbomb" );
level._effect[ "cobra_crash_path_explosion_03" ] = loadfx( "explosions/clusterbomb_exp" );
level._effect[ "cobra_crash_path_explosion_04" ] = loadfx( "explosions/exp_pack_hallway" );
level._effect[ "cobra_crash_path_explosion_05" ] = loadfx( "explosions/fuel_med_explosion" );
level._effect[ "cobra_crash_path_explosion_06" ] = loadfx( "explosions/concussion_grenade" );
/*-----------------------
FX: SCRIPTED SEQUENCES
-------------------------*/
level._effect[ "nuke_explosion" ] = loadfx ( "explosions/nuke_explosion" );
level._effect[ "nuke_flash" ] = loadfx ( "explosions/nuke_flash" );
level._effect[ "nuke_dirt_shockwave" ] = loadfx ( "explosions/nuke_dirt_shockwave" );
level._effect[ "nuke_smoke_fill" ] = loadfx ( "explosions/nuke_smoke_fill" );
level._effect[ "building_collapse_nuke" ] = loadfx ( "dust/building_collapse_nuke" );
level._effect[ "nuked_chopper_smoke_trail" ] = loadfx ("fire/fire_smoke_trail_L");
level._effect[ "nuked_chopper_explosion" ] = loadfx( "explosions/aerial_explosion" );
level._effect[ "turret_overheat_haze" ] = loadfx ( "distortion/abrams_exhaust" );
level._effect[ "turret_overheat_smoke" ] = loadfx ( "distortion/armored_car_overheat" );
level._effect[ "smoke_green_signal" ] = loadfx ( "smoke/signal_smoke_green" );
level._effect[ "heat_shimmer_door" ] = loadfx ( "distortion/abrams_exhaust" );
level._effect[ "headshot" ] = loadfx ( "impacts/flesh_hit_head_fatal_exit" );
level._effect[ "heli_dust_default" ] = loadfx ( "treadfx/heli_dust_airlift" );
level._effect[ "palace_at4" ] = loadfx( "explosions/wall_explosion_pm_b" );
//Tank crush fx
level._vehicle_effect[ "tankcrush" ][ "window_med" ] = loadfx( "props/car_glass_med" );
level._vehicle_effect[ "tankcrush" ][ "window_large" ] = loadfx( "props/car_glass_large" );
//mortar fx
level._effect[ "mortar" ][ "dirt_large" ] = loadfx( "explosions/artilleryExp_dirt_brown_2" );
level._effect[ "mortar" ][ "dirt" ] = loadfx( "explosions/grenadeExp_dirt" );
level._effect[ "mortar" ][ "mud" ] = loadfx( "explosions/grenadeExp_mud" );
level._effect[ "mortar" ][ "water" ] = loadfx( "explosions/grenadeExp_water" );
level._effect[ "mortar" ][ "concrete" ] = loadfx( "explosions/grenadeExp_concrete" );
//cobra crash
level._effect[ "smoke_cobra_crash" ] = loadfx ( "smoke/thin_black_smoke_M" );
level._effect[ "heli_aerial_explosion" ] = loadfx ("explosions/aerial_explosion");
level._effect[ "heli_aerial_explosion_large" ] = loadfx ("explosions/aerial_explosion_large");
level._effect[ "smoke_trail_heli" ] = loadfx ("fire/fire_smoke_trail_L");
/*-----------------------
SOUND EFFECTS
-------------------------*/
/*-----------------------
EXPLODER SOUND EFFECTS
-------------------------*/
level.scr_sound[ "exploder" ][ "100" ] = "explo_rock";
level.scr_sound[ "exploder" ][ "500" ] = "building_explosion3";
level.scr_sound[ "exploder" ][ "600" ] = "ffar_impact_armor_vehicle";
level.scr_sound[ "exploder" ][ "700" ] = "building_explosion2";
level.scr_sound[ "exploder" ][ "800" ] = "building_explosion2";
level.scr_sound[ "exploder" ][ "1000" ] = "car_explode";
level.scr_sound[ "statue_fall" ] = "ceiling_collapse";
level.scr_sound[ "statue_impact" ] = "ceiling_collapse";
/*-----------------------
MORTAR SOUND EFFECTS
-------------------------*/
level.scr_sound[ "mortar" ][ "incomming" ] = "fast_artillery_round";
level.scr_sound[ "mortar" ][ "dirt_large" ] = "airstrike_explosion";
level.scr_sound[ "mortar" ][ "dirt" ] = "mortar_explosion_dirt";
level.scr_sound[ "mortar" ][ "mud" ] = "mortar_explosion_water";
level.scr_sound[ "mortar" ][ "water" ] = "mortar_explosion_water";
level.scr_sound[ "mortar" ][ "concrete" ] = "mortar_explosion_dirt";
treadfx_override();
maps\createfx\airlift_fx::main();
}
treadfx_override()
{
maps\_treadfx::setvehiclefx( "seaknight_airlift", "brick" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "bark" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "carpet" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "cloth" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "concrete" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "dirt" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "flesh" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "foliage" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "glass" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "grass" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "gravel" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "ice" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "metal" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "mud" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "paper" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "plaster" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "rock" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "sand" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "snow" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "water" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "wood" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "asphalt" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "ceramic" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "plastic" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "rubber" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "cushion" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "fruit" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "painted metal" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "default" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "seaknight_airlift", "none" ,"treadfx/heli_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "asphalt" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "brick" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "bark" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "carpet" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "cloth" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "concrete" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "dirt" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "flesh" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "foliage" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "glass" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "grass" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "gravel" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "ice" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "metal" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "mud" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "paper" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "plaster" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "rock" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "sand" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "snow" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "water" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "wood" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "asphalt" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "ceramic" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "plastic" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "rubber" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "cushion" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "fruit" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "painted metal" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "default" ,"treadfx/tread_dust_airlift" );
maps\_treadfx::setvehiclefx( "m1a1", "none" ,"treadfx/tread_dust_airlift" );
}