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