cod4-sdk/raw/maps/bog_a_fx.gsc
2008-01-19 00:00:00 +00:00

83 lines
4.6 KiB
Text

#include maps\_utility;
main()
{
level._effect["firelp_small_pm"] = loadfx ("fire/firelp_small_pm");
level._effect["firelp_small_pm_a"] = loadfx ("fire/firelp_small_pm_a");
level._effect["firelp_med_pm"] = loadfx ("fire/firelp_med_pm");
level._effect["firelp_barrel_pm"] = loadfx ("fire/firelp_barrel_pm");
level._effect["fog_bog_a"] = loadfx ("weather/fog_bog_a");
level._effect["firelp_med_pm"] = loadfx ("fire/firelp_med_pm");
level._effect["antiair_runner"] = loadfx ("misc/antiair_runner_night");
level._effect["tunnel_smoke_bog_a"] = loadfx ("smoke/tunnel_smoke_bog_a");
level._effect["battlefield_smokebank_S"] = loadfx ("smoke/battlefield_smokebank_bog_a");
level._effect["hallway_smoke_dark"] = loadfx ("smoke/hallway_smoke_dark");
level._effect["heli_explosion"] = loadfx ("explosions/helicopter_explosion_cobra_low");
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");
level._effect[ "special_fire" ] = loadfx ( "muzzleflashes/m16_flash_wv" );
level._effect[ "blood_pool" ] = loadfx ( "impacts/deathfx_bloodpool" );
level._effect[ "flesh_hit" ] = loadfx ( "impacts/flesh_hit" );
level._effect["freezespray"] = loadfx ("props/freezespray");
level._effect[ "beacon_glow" ] = loadfx( "misc/ui_pickup_available" );
//level._effect["fire_trail_heli"] = loadfx ("fire/fire_smoke_trail_M");
level._effect["wall_explosion_pm"] = loadfx ("explosions/wall_explosion_pm");
level._effect["wall_explosion_pm_a"] = loadfx ("explosions/wall_explosion_pm_a");
level._effect["wall_explosion_pm_b"] = loadfx ("explosions/wall_explosion_pm_b");
level._effect["exploder"]["1006"] = loadfx( "explosions/wall_explosion_pm" );
level._effect["exploder"]["1000"] = loadfx( "explosions/wall_explosion_pm_a" );
level._effect["exploder"]["1007"] = loadfx( "explosions/wall_explosion_pm_b" );
level._effect["exploder"]["1005"] = loadfx( "explosions/wall_explosion_pm" );
level._effect["exploder"]["1004"] = loadfx( "explosions/wall_explosion_pm_a" );
level._effect["exploder"]["1003"] = loadfx( "explosions/wall_explosion_pm_b" );
level._effect["exploder"]["1002"] = loadfx( "explosions/wall_explosion_pm" );
level._effect["exploder"]["1001"] = loadfx( "explosions/wall_explosion_pm_a" );
level._effect["exploder"]["1008"] = loadfx( "explosions/wall_explosion_pm_b" );
maps\_treadfx::setallvehiclefx( "cobra", undefined ); //disables cobras treads
//Light flashes in sky
level._effect["lightning"] = loadfx ("weather/horizon_flash_runner");
level._effect["lightning_bolt_lrg"] = loadfx ("weather/horizon_flash_runner");
level._effect["lightning_bolt"] = loadfx ("weather/horizon_flash_runner");
//footstep fx
animscripts\utility::setFootstepEffect ("asphalt", loadfx ("impacts/footstep_dust"));
animscripts\utility::setFootstepEffect ("brick", loadfx ("impacts/footstep_dust"));
animscripts\utility::setFootstepEffect ("carpet", loadfx ("impacts/footstep_dust"));
animscripts\utility::setFootstepEffect ("cloth", loadfx ("impacts/footstep_dust"));
animscripts\utility::setFootstepEffect ("concrete", loadfx ("impacts/footstep_dust"));
animscripts\utility::setFootstepEffect ("dirt", loadfx ("impacts/footstep_dust"));
animscripts\utility::setFootstepEffect ("foliage", loadfx ("impacts/footstep_dust"));
animscripts\utility::setFootstepEffect ("grass", loadfx ("impacts/footstep_dust"));
animscripts\utility::setFootstepEffect ("metal", loadfx ("impacts/footstep_dust"));
animscripts\utility::setFootstepEffect ("mud", loadfx ("impacts/footstep_mud"));
animscripts\utility::setFootstepEffect ("rock", loadfx ("impacts/footstep_dust"));
animscripts\utility::setFootstepEffect ("sand", loadfx ("impacts/footstep_dust"));
animscripts\utility::setFootstepEffect ("water", loadfx ("impacts/footstep_water"));
animscripts\utility::setFootstepEffect ("wood", loadfx ("impacts/footstep_dust"));
thread horizon_flashes();
}
horizon_flashes()
{
while(1)
{
time = randomfloatrange(1, 4); //this is the min - max range of time it will wait between exploders
exp = randomint(3);//if you add more exploders...increase this number to reflect the amount of exploders
wait time;
//if you wanted to play a sound - this is where you would do it....or you could hook up a sound to the exploder
exploder(10 + exp);
}
}