cod4-sdk/raw/maps/village_assault_amb.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_ambient;
main()
{
// Set the underlying ambient track
level.ambient_track ["exterior"] = "ambient_village_assault_ext0";
level.ambient_track ["exterior1"] = "ambient_village_assault_ext1";
level.ambient_track ["exterior2"] = "ambient_village_assault_ext2";
level.ambient_track ["exterior3"] = "ambient_village_assault_ext3";
thread maps\_utility::set_ambient("exterior2");
ambientDelay("exterior", 2.0, 8.0); // Trackname, min and max delay between ambient events
ambientEvent("exterior", "elm_wind_leafy", 12.0);
ambientEvent("exterior", "elm_anml_wolf", 1.5);
ambientEvent("exterior", "elm_anml_owl", 2.0);
ambientEvent("exterior", "elm_anml_nocturnal_birds", 1.0);
ambientEvent("exterior", "elm_dog", 0.5);
ambientEvent("exterior", "null", 0.3);
ambientDelay("exterior1", 2.0, 8.0); // Trackname, min and max delay between ambient events
ambientEvent("exterior1", "elm_wind_leafy", 12.0);
ambientEvent("exterior1", "elm_anml_wolf", 0.5);
ambientEvent("exterior1", "elm_anml_owl", 1.0);
ambientEvent("exterior1", "elm_anml_nocturnal_birds", 0.5);
ambientEvent("exterior1", "elm_dog", 0.25);
ambientEvent("exterior1", "elm_jet_flyover_dist", 0.1);
ambientEvent("exterior1", "elm_explosions_dist", 3.0);
ambientEvent("exterior1", "elm_gunfire_50cal_dist", 3.0);
ambientEvent("exterior1", "elm_gunfire_ak47_dist", 3.0);
ambientEvent("exterior1", "elm_gunfire_m16_dist", 3.0);
ambientEvent("exterior1", "null", 0.3);
ambientDelay("exterior2", 2.0, 8.0); // Trackname, min and max delay between ambient events
ambientEvent("exterior2", "elm_wind_leafy", 12.0);
ambientEvent("exterior2", "elm_anml_wolf", 0.5);
ambientEvent("exterior2", "elm_anml_owl", 1.0);
ambientEvent("exterior2", "elm_anml_nocturnal_birds", 0.5);
ambientEvent("exterior2", "elm_dog", 0.25);
ambientEvent("exterior2", "elm_jet_flyover_dist", 0.1);
ambientEvent("exterior2", "elm_explosions_dist", 3.0);
ambientEvent("exterior2", "elm_gunfire_50cal_dist", 3.0);
ambientEvent("exterior2", "elm_gunfire_ak47_dist", 3.0);
ambientEvent("exterior2", "elm_gunfire_m16_dist", 3.0);
ambientEvent("exterior2", "walla_rus_mountain_conv", 1.0);
ambientEvent("exterior2", "null", 0.3);
ambientDelay("exterior3", 2.0, 8.0); // Trackname, min and max delay between ambient events
ambientEvent("exterior3", "elm_wind_leafy", 12.0);
ambientEvent("exterior3", "elm_anml_wolf", 0.5);
ambientEvent("exterior3", "elm_anml_owl", 1.0);
ambientEvent("exterior3", "elm_anml_nocturnal_birds", 0.5);
ambientEvent("exterior3", "elm_dog", 0.25);
ambientEvent("exterior3", "elm_jet_flyover_dist", 0.1);
ambientEvent("exterior3", "elm_explosions_dist", 3.0);
ambientEvent("exterior3", "elm_explosions_med", 3.0);
ambientEvent("exterior3", "elm_artillery_med", 1.0);
ambientEvent("exterior3", "elm_gunfire_50cal_dist", 3.0);
ambientEvent("exterior3", "elm_gunfire_50cal_med", 3.0);
ambientEvent("exterior3", "elm_gunfire_ak47_dist", 3.0);
ambientEvent("exterior3", "elm_gunfire_ak47_med", 3.0);
ambientEvent("exterior3", "elm_gunfire_m16_dist", 3.0);
ambientEvent("exterior3", "elm_gunfire_m16_med", 3.0);
ambientEvent("exterior2", "walla_rus_mountain_battle", 1.0);
ambientEvent("exterior2", "walla_rus_mountain_chatter", 1.0);
ambientEvent("exterior3", "null", 0.3);
ambientEventStart("exterior2");
level waittill ("action moment");
ambientEventStart("action ambient");
}