cod5-sdk/raw/maps/see2_fx.gsc

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2008-11-20 00:00:00 +00:00
// See2 fx script
#include maps\_utility;
main()
{
maps\createart\see2_art::main();
precacheFX();
spawnFX();
}
precacheFX()
{
// --- QUINN'S SECTION ---//
SetSavedDvar( "wind_global_vector", "135 111 50" );
SetSavedDvar( "wind_global_low_altitude", -2000 );
SetSavedDvar( "wind_global_hi_altitude", 2000 );
SetSavedDvar( "wind_global_low_strength_percent", 0.05 );
level._effect["fire_foliage_large"] = LoadFx("maps/see2/fx_fire_foliage_large");
level._effect["fire_foliage_medium"] = loadfx("maps/see2/fx_fire_foliage_medium");
level._effect["fire_foliage_small"] = loadfx("maps/see2/fx_fire_foliage_small");
level._effect["fire_foliage_xsmall"] = loadfx("maps/see2/fx_fire_foliage_xsmall");
level._effect["fog_rolling_thick"] = loadfx("maps/see2/fx_fog_rolling_thick");
level._effect["smoke_rolling_thick"] = loadfx("maps/see2/fx_smoke_rolling_thick");
level._effect["smoke_column1"] = loadfx("maps/see2/fx_smoke_column");
level._effect["smoke_column2"] = loadfx("maps/see2/fx_smoke_column2");
level._effect["smoke_chimney"] = loadfx("maps/see2/fx_smoke_chimney");
level._effect["dust_kick_up_emitter"] = loadfx("maps/see2/fx_dust_kick_up_emitter");
level._effect["cloud_flashes"] = loadfx("maps/see2/fx_cloud_flashes");
level._effect["aa_tracers_ambient"] = loadfx("maps/see2/fx_tracers_flak88_amb");
level._effect["aa_tracers_directional"] = loadfx("maps/see2/fx_tracers_flak88_dir");
level._effect["flak_field"] = loadfx("maps/see2/fx_flak_field");
// --- LUCAS' SECTION --- //
//-- for Bloody Death
level._effect["flesh_hit"] = LoadFX( "impacts/flesh_hit_body_fatal_exit" );
// Script exploders
level._effect["house_blow_up"] = LoadFx( "maps/see1/fx_explosion_tank_shell_med_house" );
level._effect["wood_house"] = LoadFx( "weapon/tank/fx_tank_generic_house_wood" );
level._effect["brick_house"] = LoadFx( "weapon/tank/fx_tank_generic_house_brick" );
level._effect["water_tower_explode"] = LoadFx( "maps/see2/fx_water_tower_exp" );
level._effect["crate_explode"] = LoadFx( "explosions/fx_exp_ger_supply_crate" );
level._effect["bunker_secondary_explosion"] = LoadFx( "maps/see2/fx_explosion_bunker_main" );
// Turret pops
level._effect["panzer_turret_fly"] = LoadFx( "vehicle/vexplosion/fx_turretexp_panzer4" );
level._effect["panther_turret_fly"] = LoadFx( "vehicle/vexplosion/fx_turretexp_panther" );
level._effect["tiger_turret_fly"] = LoadFx( "vehicle/vexplosion/fx_turretexp_kingtiger" );
// Vehicle intermediate damage fx
level._effect["panzer_int_dmg"] = LoadFx( "vehicle/vfire/fx_vsmoke_ger_panzer" );
level._effect["panther_int_dmg"] = LoadFx( "vehicle/vfire/fx_vsmoke_ger_panther" );
level._effect["tiger_int_dmg"] = LoadFx( "vehicle/vfire/fx_vsmoke_ger_tiger" );
// FT FX
level._effect["character_fire_pain_sm"] = LoadFx("env/fire/fx_fire_player_sm_1sec");
level._effect["character_fire_death_sm"] = LoadFx("env/fire/fx_fire_player_md");
level._effect["character_fire_death_torso"] = LoadFx("env/fire/fx_fire_player_torso");
// Destruction FX
level._effect["tower_secondary_explosion"] = LoadFx( "maps/see2/fx_dust_collapse_plume" );
level._effect["tower_explode"] = LoadFx( "maps/see2/fx_radio_tower_exp" );
// Generic FX
level._effect["tank_destruct"] = LoadFx( "vehicle/vexplosion/fx_vexplode_rus_t34" );
level._effect["tank_smoulder"] = LoadFx( "vehicle/vfire/fx_vfire_rus_t34" );
level._effect["rocket_trail"] = LoadFx("weapon/rocket/fx_trail_bazooka_geotrail");
level._effect["shreck_explode"] = LoadFx("explosions/default_explosion");
level._effect["pc132_trail"] = LoadFx("weapon/rocket/fx_rocket_katyusha_geotrail");
level._effect["pc132_explode"] = LoadFx("weapon/napalm/fx_napalmExp_lg_blk_smk_01");
level._effect["retreat_smoke"] = LoadFx( "weapon/grenade/fx_smoke_grenade_generic" );
level._effect["drone_smoke"] = LoadFx( "weapon/grenade/fx_smoke_grenade_generic_no_blocksight" );
level._effect["bunker_fire_start"] = LoadFx( "maps/see2/fx_flame_bunker_burst_outward" );
level._effect["bunker_fire_out"] = LoadFx( "maps/see2/fx_flame_bunker_burst_residual" );
level._effect["bunker_secondary_window"] = LoadFx( "maps/see2/fx_flame_bunker_explosion_outward" );
level._effect["bunker_secondary_flash"] = LoadFx( "maps/see2/fx_flame_bunker_explosion_outward" );
level._effect["large_vehicle_explosion"] = LoadFx ("explosions/large_vehicle_explosion");
level._effect["grenadeExp_dirt"] = LoadFx ("explosions/grenadeExp_dirt");
level._effect["tree_explode"] = LoadFx( "maps/see1/fx_explosion_tank_shell_med_house" );
level._effect["truck_gib_explode" ] = LoadFx( "maps/see2/fx_vexplode_opel_blitz_gibs" );
level.mortar = LoadFx( "explosions/fx_mortarExp_dirt" );
level._effect["aaa_tracer"] = loadfx ("Weapon/Tracer/fx_tracer_jap_tripple25_projectile");
level._effect["plane_final_explode"] = loadfx("maps/fly/fx_exp_zero_final");
level._effect["client_rocket_trail"] = loadfx("system_elements/fx_smk_wht_short_em");
level._effect["tanksquish"] = loadfx("maps/see2/fx_body_blood_splat");
//-- DRONE FX
level._effect["drone_burst"] = LoadFx("impacts/fx_flesh_blood_geyser");
level._effect["character_fire_pain_sm"] = LoadFx( "env/fire/fx_fire_player_sm_1sec" );
level._effect["character_fire_death_sm"] = LoadFx( "env/fire/fx_fire_player_md" );
level._effect["character_fire_death_torso"] = LoadFx( "env/fire/fx_fire_player_torso" );
}
spawnFX()
{
maps\createfx\see2_fx::main();
}