cod4-sdk/raw/maps/coup_amb.gsc

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2008-01-19 00:00:00 +00:00
#include maps\_ambient;
#include maps\_equalizer;
main()
{
// Set the underlying ambient track
level.ambient_track ["exterior"] = "ambient_coup_ext0";
level.ambient_track ["exterior1"] = "ambient_coup_ext1";
thread maps\_utility::set_ambient("exterior");
ambientDelay("exterior", 10.0, 20.0); // Trackname, min and max delay between ambient events
ambientEvent("exterior", "elm_windgust1", 2.0);
ambientEvent("exterior", "elm_windgust2", 2.0);
ambientEvent("exterior", "elm_windgust3", 2.0);
ambientEvent("exterior", "elm_windgust4", 2.0);
ambientEvent("exterior", "elm_insect_fly", 3.0);
ambientEvent("exterior", "elm_explosions_dist", 1.0);
ambientEvent("exterior", "elm_explosions_med", 1.0);
ambientEvent("exterior", "elm_artillery_med", 1.0);
ambientEvent("exterior", "elm_gunfire_50cal_dist", 1.0);
ambientEvent("exterior", "elm_gunfire_50cal_med", 1.0);
ambientEvent("exterior", "elm_gunfire_ak47_dist", 1.0);
ambientEvent("exterior", "elm_gunfire_ak47_med", 1.0);
ambientEvent("exterior", "elm_gunfire_m16_dist", 1.0);
ambientEvent("exterior", "elm_gunfire_m16_med", 1.0);
ambientEvent("exterior", "elm_gunfire_m240_med", 1.0);
ambientEvent("exterior", "elm_gunfire_m240_dist", 1.0);
ambientEvent("exterior", "elm_gunfire_miniuzi_med", 1.0);
ambientEvent("exterior", "elm_gunfire_miniuzi_dist", 1.0);
ambientEvent("exterior", "elm_gunfire_usassault_med", 1.0);
ambientEvent("exterior", "elm_jet_flyover_med", 2.0);
ambientEvent("exterior", "elm_jet_flyover_dist", 2.0);
ambientEvent("exterior", "null", 0.3);
ambientDelay("exterior1", 2.0, 8.0); // Trackname, min and max delay between ambient events
ambientEvent("exterior1", "elm_windgust1", 3.0);
ambientEvent("exterior1", "elm_windgust2", 3.0);
ambientEvent("exterior1", "elm_windgust3", 3.0);
ambientEvent("exterior1", "elm_windgust4", 3.0);
ambientEvent("exterior1", "elm_insect_fly", 6.0);
ambientEvent("exterior1", "elm_explosions_dist", 3.0);
ambientEvent("exterior1", "elm_explosions_med", 3.0);
ambientEvent("exterior1", "elm_artillery_med", 3.0);
ambientEvent("exterior1", "elm_gunfire_50cal_dist", 3.0);
ambientEvent("exterior1", "elm_gunfire_50cal_med", 3.0);
ambientEvent("exterior1", "elm_gunfire_ak47_dist", 3.0);
ambientEvent("exterior1", "elm_gunfire_ak47_med", 3.0);
ambientEvent("exterior1", "elm_gunfire_m16_dist", 3.0);
ambientEvent("exterior1", "elm_gunfire_m16_med", 3.0);
ambientEvent("exterior1", "null", 0.3);
ambientEventStart("exterior");
level waittill ("action moment");
ambientEventStart("action ambient");
}