cod4-sdk/raw/maps/jeepride_fx.gsc

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2008-01-19 00:00:00 +00:00
#include common_scripts\utility;
#include maps\_utility;
#include maps\_weather;
main()
{
flag_init("cargoship_lighting_off");
level._effect["griggs_brains"] = loadfx("impacts/flesh_hit_head_fatal_exit");
//Ambient FX
level._effect[ "cloud_bank_far" ] = loadfx( "weather/jeepride_cloud_bank_far" );
level._effect[ "hawks" ] = loadfx( "misc/hawks" );
level._effect[ "birds" ] = loadfx( "misc/birds_icbm_runner" );
level._effect[ "mist_icbm" ] = loadfx( "weather/mist_icbm" );
level._effect[ "exp_wall" ] = loadfx( "props/wallExp_concrete" );
//Moment FX
level._effect[ "tunnel_column" ] = loadfx( "props/jeepride_pillars" );
level._effect[ "tunnel_brace" ] = loadfx( "props/jeepride_brace" );
// I need to blank these out for when I do mymapents
// level._effect[ "tunnel_column" ] = loadfx( "misc/blank" );
// level._effect[ "tunnel_brace" ] = loadfx( "misc/blank" );
level._effect[ "tunnelspark" ] = loadfx( "misc/jeepride_tunnel_sparks" );
level._effect[ "tunnelspark_dl" ] = loadfx( "misc/jeepride_tunnel_sparks" );
level._effect[ "tanker_sparker" ] = loadfx( "misc/jeepride_tanker_sparks" );
level.flare_fx[ "hind" ] = loadfx( "misc/flares_cobra" );
level._effect[ "tire_deflate" ] = loadfx( "impacts/jeepride_tire_shot" );
level._effect[ "truck_busts_pillar" ] = loadfx( "explosions/wall_explosion_draft" );
level._effect[ "truck_crash_flame_spectacular" ] = loadfx( "misc/blank" );
level._effect[ "truck_crash_flame_spectacular_arial" ] = loadfx( "misc/blank" );
level._effect[ "truck_splash" ] = loadfx( "explosions/mortarExp_water" );
level._effect[ "cliff_explode" ] = loadfx( "misc/blank" );
level._effect[ "cliff_explode_jeepride" ] = loadfx( "explosions/cliff_explode_jeepride" );
level._effect[ "tanker_explosion" ] = loadfx( "explosions/tanker_explosion" );
level._effect[ "tanker_explosion_groundfire" ] = loadfx( "explosions/tanker_explosion_groundfire" );
// level._effect[ "bridge_tanker_explode" ] = loadfx( "explosions/tanker_explosion" );
level._effect[ "bridge_tanker_explode" ] = loadfx( "misc/blank" );
// level._effect[ "bridge_tanker_flames" ] = loadfx( "explosions/tanker_explosion_groundfire" );
level._effect[ "bridge_tanker_flames" ] = loadfx( "misc/blank" );
level._effect[ "rpg_trail" ] = loadfx( "smoke/smoke_geotrail_rpg" );
level._effect[ "rpg_flash" ] = loadfx( "muzzleflashes/at4_flash" );
level._effect[ "rpg_explode" ] = loadfx( "explosions/default_explosion" );
level._effect[ "rocket_trail" ] = loadfx( "smoke/smoke_geotrail_rocket_jeepride" );
level._effect[ "player_explode" ] = loadfx( "explosions/default_explosion" );
level._effect[ "bridge_segment" ] = loadfx( "explosions/jeepride_bridge_explosion_seg" );
level._effect[ "bridge_segment_sounder" ] = loadfx( "explosions/jeepride_bridge_explosion_seg_s" );
// level._effect[ "bridge_segment" ] = loadfx( "misc/blank" );
// level._effect[ "bridge_segment_sounder" ] = loadfx( "misc/blank" );
level._effect[ "bridge_chunks" ] = loadfx( "misc/jeepride_chunk_thrower" );
level._effect[ "bridge_chunks2" ] = loadfx( "misc/jeepride_chunk_thrower2" );
level._effect[ "bridge_hubcaps" ] = loadfx( "misc/jeepride_hubcap_thrower" );
level._effect[ "bridge_tanker_fire" ] = loadfx( "fire/jeepride_tanker_fire" );
level._effect[ "bridge_tire_fire" ] = loadfx( "fire/tire_fire_med" );
level._effect[ "bridge_amb_smoke" ] = loadfx( "smoke/amb_smoke_blend" );
// I placed a bunch of emitters between the player and the heli to act as a frame of reference for motion
level._effect[ "bridge_floaty_stuff" ] = loadfx( "smoke/amb_ash" );
level._effect[ "bridge_amb_ash" ] = loadfx( "smoke/amb_ash" );
if( getdvar( "consoleGame" ) != "true" && getdvarint("drew_notes") < 3 )
{
level._effect[ "bridge_crack_smoke" ] = loadfx( "misc/blank" );
level._effect[ "bridge_sidesmoke" ] = loadfx( "misc/blank" );
}
else
{
level._effect[ "bridge_crack_smoke" ] = loadfx( "smoke/jeepride_crack_smoke" );
level._effect[ "bridge_sidesmoke" ] = loadfx( "smoke/jeepride_bridge_sidesmoke" );
}
level._effect["griggs_pistol"] = loadfx("muzzleflashes/desert_eagle_flash_wv");
level._effect["griggs_saw"] = loadfx("muzzleflashes/saw_flash_wv");
level._effect["bloodpool"] = loadfx("impacts/deathfx_bloodpool");
level._effect["smoke_blind"] = loadfx("test/jeepride_smokeblind");
level._effect["bridge_crash_smoke"] = loadfx("test/jeepride_smokeblind");
// bleh. don't see any script commands to do this so I'm just plopping the data from impacts here so I can play impact fx without actually shooting a bullet for the end sequence.. mad hax.
level._ak_impacts = [];
level._ak_impacts["concrete"] = loadfx( "impacts/large_concrete_1");
level._ak_impacts["dirt"] = loadfx( "impacts/large_dirt_1");
level._ak_impacts["glass"] = loadfx( "impacts/large_glass");
level._ak_impacts["grass"] = loadfx( "impacts/small_grass");
level._ak_impacts["gravel"] = loadfx( "impacts/large_gravel");
level._ak_impacts["metal"] = loadfx( "impacts/large_metalhit_1");
level._ak_impacts["rock"] = loadfx( "impacts/large_rock_1");
level._ak_impacts["wood"] = loadfx( "impacts/large_woodhit");
level._ak_impacts["asphalt"] = loadfx( "impacts/large_asphalt");
level._ak_impacts["rubber"] = loadfx( "impacts/default_hit");
level._ak_impacts["paintedmetal"] = loadfx( "impacts/large_metal_painted_hit");
// build_deathfx_override( <type> , <effect> , <tag> , <sound> , <bEffectLooping> , <delay> , <bSoundlooping> , <waitDelay> , <stayontag> , <notifyString> )"
//Hind Deathfx override
maps\_vehicle::build_deathfx_override( "hind", "explosions/helicopter_explosion_jeepride" , undefined, "hind_helicopter_hit", undefined, undefined, undefined, 0.1, true );
// maps\_vehicle::build_deathfx_override( "hind", "explosions/aerial_explosion_large" , "tag_ground", "hind_helicopter_hit", undefined, undefined, undefined, 0.2, true );
// maps\_vehicle::build_deathfx_override( "hind", "explosions/aerial_explosion_large" , "tail_rotor_jnt", "hind_helicopter_hit", undefined, undefined, undefined, 0.5, true );
// maps\_vehicle::build_deathfx_override( "hind", "fire/fire_smoke_trail_L" , "tail_rotor_jnt", "hind_helicopter_dying_loop", true, 0.05, true, 0.5, true );
// maps\_vehicle::build_deathfx_override( "hind", "explosions/aerial_explosion_large" , undefined, "hind_helicopter_crash", undefined, undefined, undefined, 4.5, undefined, "stop_crash_loop_sound" );
maps\_vehicle::build_deathfx_override( "bm21_troops", "explosions/small_vehicle_explosion", undefined, "car_explode", undefined, undefined, undefined, 0 );
maps\_vehicle::build_deathfx_override( "bm21_troops", "fire/firelp_med_pm", "tag_fx_tire_right_r", "smallfire", undefined, undefined, true, 0 );
maps\_vehicle::build_deathfx_override( "bm21_troops", "fire/firelp_med_pm", "tag_fx_cab", "smallfire", undefined, undefined, true, 0 );
thread main_post_load();
}
main_post_load()
{
waittillframeend;
}
jeepride_fxline()
{
// comment out this stuff to record effects.
// make sure jeepride_fxline_* are checked out so that the game can write to them.
// also check to see if a new one has been written and add that to P4
// emitters are setup in these prefab map files they can be fastfiled over
// sparkrig_vehicle_80s_hatch1_brn_destructible.map
// sparkrig_vehicle_bm21_mobile_bed.map
// sparkrig_vehicle_luxurysedan_test.map
// sparkrig_vehicle_pickup_4door.map
// sparkrig_vehicle_uaz_open.map
// sparkrig_vehicle_uaz_open_for_ride.map
// maps\jeepride_code::createfxplayers( 8 );
//
// numberoffiles = 120;
// for(i=0;i<numberoffiles;i++)
// {
// fx_line_file(i);
// }
maps\jeepride_code::dummyfunction();
maps\scriptgen\jeepride_fxline_0::fxline();
maps\scriptgen\jeepride_fxline_1::fxline();
maps\scriptgen\jeepride_fxline_2::fxline();
maps\scriptgen\jeepride_fxline_3::fxline();
maps\scriptgen\jeepride_fxline_4::fxline();
maps\scriptgen\jeepride_fxline_5::fxline();
maps\scriptgen\jeepride_fxline_6::fxline();
maps\scriptgen\jeepride_fxline_7::fxline();
maps\scriptgen\jeepride_fxline_8::fxline();
maps\scriptgen\jeepride_fxline_9::fxline();
// maps\scriptgen\jeepride_fxline_10::fxline();
// maps\scriptgen\jeepride_fxline_11::fxline();
// maps\scriptgen\jeepride_fxline_12::fxline();
// maps\scriptgen\jeepride_fxline_13::fxline();
// maps\scriptgen\jeepride_fxline_14::fxline();
}
//fx_line_file( file )
//{
// filename = "maps/scriptgen/jeepride_fxline_"+file+".csv";
// linecount = 50;
// for ( i = 0; i < 50; i++ )
// {
// time = tablelookup( filename, 0, i, 1 );
// orgx = tablelookup( filename, 0, i, 2 );
// orgy = tablelookup( filename, 0, i, 3 );
// orgz = tablelookup( filename, 0, i, 4 );
// origin = (orgx,orgy,orgz);
// angx = tablelookup( filename, 0, i, 5 );
// angy = tablelookup( filename, 0, i, 6 );
// angz = tablelookup( filename, 0, i, 7 );
// angles = (angx,angy,angz);
// effectID = tablelookup( filename, 0, i, 8 );
// fx_wait_set( time, origin, angles, effectID );
// }
//}
apply_ghettotag( model,tag )
{
if( !isdefined( tag ) )
tag = "tag_body";
if( !isdefined( model ) )
model = self.model;
if ( !isdefined( level.ghettotag ) || !isdefined( level.ghettotag[ model ] ) )
return;
self.ghettotags = [];
ghettotags = level.ghettotag[ model ];
for ( i = 0 ; i < ghettotags.size ; i ++ )
{
model = spawn( "script_model", self.origin );
model setmodel( "axis" );
model linkto( self, tag, ghettotags[ i ].origin, ghettotags[ i ].angles );
model notsolid();
self.ghettotags[ self.ghettotags.size ] = model;// todo create special string value of these.
}
lastorg = self.origin;
wait .05;
timeout_timer = gettime()+1000;
while ( isdefined( self ) )
{
// tag body because sometimes they animate away from the origin
if( get_dummy() gettagorigin ( tag ) != lastorg )
{
for ( i = 0 ; i < self.ghettotags.size ; i ++ )
{
org1 = self.ghettotags[ i ].origin;
org2 = self.ghettotags[ i ].origin + vector_multiply( anglestoup( self.ghettotags[ i ].angles ), 8 ); //project up 8 units
trace = bullettrace( org1, org2, false, self );
//there are other things that trace gets like surface types objects that we can change the reaction to here.
if ( trace[ "fraction" ] < 1 && ! trace_isjunk( trace ) )
playfxontag_record( getspark(), self.ghettotags[ i ], "polySurface1" );
}
timeout_timer = gettime()+1000;
}
lastorg = get_dummy() gettagorigin (tag);
wait .05;
if( gettime() > timeout_timer )
return;
}
}
get_dummy()
{
if( !isdefined(self.modeldummyon) )
return self;
if ( self.modeldummyon )
return self.modeldummy;
else
return self;
}
getspark()
{
// this is really simple right now, 3 dynamic light sparks exists per frame,
//I may have disabled that part in the actual effect asignment above because
//I didn't like the light coming off. You should inject your own logic here.
// IE: you could pass in the trace and return different effects id's based on different surface types.
if ( level.sparksclaimed > 3 )
return "tunnelspark" ;
else
{
thread claimspark();
return "tunnelspark_dl" ;
}
}
claimspark()
{
level.sparksclaimed ++ ;
wait .05;
level.sparksclaimed -- ;
}
trace_isjunk( trace )
{
// check simply makes everything that's a script_model not spark against the vehicle.
if ( isdefined( trace[ "entity" ] ) )
if ( trace[ "entity" ].classname == "script_model" )
return true;// I don't have any cases that I'm aware of where I want it to spark on a script model
return false;
}
playfx_write_all( recorded )
{
//this is where the effects get written to scripts
/#
index = level.fxplay_writeindex;
level.fxplay_writeindex ++ ;// have to write multiple files out as the sparkfile grows and variables need to be cleared;
file = "scriptgen/" + level.script + "_fxline_" + index + ".gsc";
file = fileprint_start( file );
fileprint_chk( level.fileprint, "#include maps\\jeepride_code;" );
fileprint_chk( level.fileprint, "fxline()" );
fileprint_chk( level.fileprint, "{" );
if ( !index )
fileprint_chk( level.fileprint, "createfxplayers( 8 );" );
delay = [];
origin = [];
angles = [];
effectID = [];
dupeinc = 0;
for ( i = 0 ; i < recorded.size ; i ++ )
{
delay[dupeinc] = recorded[ i ].delay;
origin[dupeinc] = recorded[ i ].origin;
angles[dupeinc] = recorded[ i ].angles;
effectID[dupeinc] = recorded[ i ].effectID;
dupeinc++;
if(dupeinc == 2)
{
fileprint_chk( level.fileprint, "fx_wait_set( " + delay[0] + ", " + origin[0] + ", " + angles[0] + ", \"" + effectid[0] + "\", " + delay[1] + ", " + origin[1] + ", " + angles[1] + ", \"" + effectid[1] + "\" );" );
delay = [];
origin = [];
angles = [];
effectID = [];
dupeinc = 0;
}
}
fileprint_chk( level.fileprint, "}" );
fileprint_end();
#/
}
playfx_write_all_CSV_STYLE( recorded )
{
//this is where the effects get written to scripts
/#
index = level.fxplay_writeindex;
level.fxplay_writeindex ++ ;// have to write multiple files out as the sparkfile grows and variables need to be cleared;
file = "scriptgen/" + level.script + "_fxline_" + index + ".csv";
file = fileprint_start( file );
for ( i = 0; i < recorded.size; i++ )
fileprint_chk( level.fileprint, i+","+recorded[ i ].delay+"," + csv_vec( recorded[ i ].origin ) + csv_vec( recorded[ i ].angles ) + recorded[ i ].effectid );
fileprint_end();
#/
}
csv_vec( vec )
{
string = "";
for ( i = 0; i < 3; i++ )
string+= ( vec[i]+"," );
return string;
}
playfxontag_record( strFXid, object, tag )
{
playfxontag( level._effect[ strFXid ], object, "polySurface1" );
struct = spawnstruct();
struct.effectid = strFXid;
struct.origin = object.origin;
struct.angles = object.angles;
struct.delay = gettime();
if ( level.recorded_fx.size > 500 )
{
thread playfx_write_all( level.recorded_fx );// dump a new file to keep variable count from overflowing.. pain in the neck blah
level.recorded_fx = [];
}
else
{
level.recorded_fx[ level.recorded_fx.size ] = struct;
level.recorded_fx_timer = gettime();
}
}