cod5-sdk/raw/maps/ber3b_fx.gsc

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2008-11-20 00:00:00 +00:00
//
// file: ber3b_fx.gsc
// description: fx script for berlin3b: setup, special fx functions, etc.
// scripter: slayback
//
#include common_scripts\utility;
#include maps\_utility;
#include maps\ber3_util;
main()
{
maps\createart\ber3b_art::main();
maps\createfx\ber3b_fx::main();
precache_util_fx();
precache_createfx_fx();
footsteps();
disableFX = GetDvarInt( "disable_fx" );
if( !IsDefined( disableFX ) )
{
disableFX = 0;
}
if( disableFX <= 0 )
{
precache_scripted_fx();
thread play_scripted_fx();
}
thread vol_fog_think( disableFX );
thread vision_sets_init();
thread sunlight_samplesize_change_init();
}
precache_scripted_fx()
{
// fakefire muzzleflashes
level._effect["distant_muzzleflash"] = LoadFX( "weapon/muzzleflashes/heavy" );
// AAA & plane gun tracers
level._effect["aaa_tracer"] = LoadFX( "weapon/tracer/fx_tracer_jap_tripple25_projectile" );
level._effect["plane_tracers"] = level._effect["aaa_tracer"];
// sandbag explosion
level._effect["sandbag_explosion_small"] = LoadFX( "maps/ber3b/fx_sandbag_exp_sm" );
// spotlight
level._effect["spotlight_beam"] = LoadFX( "env/light/fx_ray_spotlight_md" );
level._effect["spotlight_burst"] = LoadFX( "env/electrical/fx_elec_searchlight_burst" );
// flag highlight (d-light)
level._effect["flag_highlight"] = LoadFX( "misc/fx_NV_dlight" );
// eagle fall
level._effect["eagle_support_break"] = LoadFX( "maps/ber3b/fx_dust_eagle_support_break" );
level._effect["eagle_fall_impact"] = LoadFX( "maps/ber3b/fx_eagle_fall_impact" );
// flamethrower guy death
level._effect["flameguy_explode"] = LoadFX( "explosions/fx_flamethrower_char_explosion" );
// katyusha
level._effect["katyusha_rocket_trail"] = LoadFX( "weapon/rocket/fx_rocket_katyusha_geotrail" );
level._effect["katyusha_rocket_trail_exaggerated"] = LoadFX( "maps/ber3b/fx_thick_rocket_geotrail" );
level._effect["katyusha_rocket_explosion"] = LoadFX( "weapon/rocket/fx_rocket_katyusha_explosion" );
// statue fall
level._effect["statue_fall"] = LoadFX( "maps/ber3b/fx_statue_fall_cloud" );
level._effect["statue_fallout_cloud"] = LoadFX( "maps/ber3b/fx_statue_fall_impact" );
// gun fx
level._effect["rifleflash"] = LoadFX( "weapon/muzzleflashes/rifleflash" );
level._effect["rifle_shelleject"] = LoadFX( "weapon/shellejects/rifle" );
level._effect["pistolflash"] = LoadFX( "weapon/muzzleflashes/pistolflash" );
level._effect["pistol_shelleject"] = LoadFX( "weapon/shellejects/pistol" );
// outro fx
level._effect["knife_glint"] = LoadFX( "maps/ber3b/fx_knife_glint" );
level._effect["knife_slash_blood"] = LoadFX( "maps/ber3b/fx_knife_slash_blood" );
level._effect["knife_stab_blood"] = LoadFX( "maps/ber3b/fx_knife_thrust" );
level._effect["knife_blood_drip"] = LoadFX( "maps/ber3b/fx_knife_blood_drops" );
level._effect["knife_sparks"] = LoadFX( "maps/ber3b/fx_spark_flag_pole" );
}
// set up footsteps
footsteps()
{
animscripts\utility::setFootstepEffect( "asphalt", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "brick", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "carpet", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "cloth", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "concrete", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "dirt", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "foliage", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "gravel", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "grass", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "metal", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "mud", LoadFx( "bio/player/fx_footstep_mud" ) );
animscripts\utility::setFootstepEffect( "paper", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "plaster", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "rock", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "water", LoadFx( "bio/player/fx_footstep_water" ) );
animscripts\utility::setFootstepEffect( "wood", LoadFx( "bio/player/fx_footstep_dust" ) );
}
play_scripted_fx()
{
level waittill( "load main complete" );
thread spotlight_fx();
}
// load fx used by util scripts
precache_util_fx()
{
level._effect["flesh_hit"] = LoadFX( "impacts/flesh_hit" );
level._effect["flesh_hit_large"] = LoadFX( "impacts/flesh_hit_body_fatal_exit" );
}
// --- BARRY'S SECTION ---//
precache_createfx_fx()
{
level._effect["fx_reichstage_dome_fallout"] = loadfx ("maps/ber3b/fx_reichstage_dome_fallout");
level._effect["fire_static_detail"] = loadfx ("env/fire/fx_static_fire_detail_ndlight");
level._effect["fire_static_small"] = loadfx ("env/fire/fx_static_fire_sm_ndlight");
level._effect["fire_static_blk_smk"] = loadfx ("env/fire/fx_static_fire_md_ndlight");
level._effect["fire_distant_150_150"] = loadfx ("env/fire/fx_fire_150x150_tall_distant");
level._effect["fire_distant_150_600"] = loadfx ("env/fire/fx_fire_150x600_tall_distant");
level._effect["dlight_fire_glow"] = loadfx ("env/light/fx_dlight_fire_glow");
level._effect["fire_wall_100_150"] = loadfx ("env/fire/fx_fire_wall_smk_0x100y155z");
level._effect["fire_ceiling_50_100"] = loadfx ("env/fire/fx_fire_ceiling_50x100");
level._effect["fire_ceiling_100_100"] = loadfx ("env/fire/fx_fire_ceiling_100x100");
level._effect["fire_ceiling_300_300"] = loadfx ("env/fire/fx_fire_ceiling_300x300");
level._effect["fire_win_smk_0x35y50z_blk"] = loadfx ("env/fire/fx_fire_win_smk_0x35y50z_blk");
level._effect["fire_ceiling_100_150"] = loadfx ("env/fire/fx_fire_ceiling_100x150");
level._effect["fire_bookcase_wide"] = loadfx ("env/fire/fx_fire_bookshelf_wide");
level._effect["fire_column"] = loadfx ("env/fire/fx_fire_column_tall_distant");
level._effect["fire_column_creep_lg"] = loadfx ("env/fire/fx_fire_column_creep_lg");
level._effect["fire_column_creep_md"] = loadfx ("env/fire/fx_fire_column_creep_md");
level._effect["smoke_detail"] = loadfx ("env/smoke/fx_smoke_smolder_sm_blk");
level._effect["smoke_battle_mist"] = loadfx ("maps/ber3b/fx_smoke_dome_floor");
level._effect["smoke_plume_lg_slow_blk"] = loadfx ("env/smoke/fx_smoke_plume_lg_slow_blk");
level._effect["smoke_hallway_thick_dark"] = loadfx ("env/smoke/fx_smoke_hall_ceiling_600");
level._effect["smoke_hallway_faint_dark"] = loadfx ("env/smoke/fx_smoke_hallway_faint_dark");
level._effect["smoke_window_out"] = loadfx ("env/smoke/fx_smoke_door_top_exit_drk");
level._effect["smoke_blk_w"] = loadfx ("maps/ber3b/fx_smk_plume_xlg_slow_blk_3b");
level._effect["debris_burning_paper_dome"] = loadfx ("maps/ber3b/fx_debris_burning_papers_dome");
level._effect["debris_paper_falling"] = loadfx ("maps/ber3b/fx_debris_papers_falling");
level._effect["debris_wood_burn_fall"] = loadfx ("maps/ber3b/fx_debris_burning_wood_fall");
level._effect["wire_sparks"] = loadfx ("env/electrical/fx_elec_wire_spark_burst");
level._effect["wire_sparks_blue"] = loadfx ("env/electrical/fx_elec_wire_spark_burst_blue");
level._effect["water_single_leak"] = loadfx ("env/water/fx_water_single_leak");
level._effect["water_leak_runner"] = loadfx ("env/water/fx_water_leak_runner_100");
level._effect["flak_field"] = loadfx ("weapon/flak/fx_flak_field_8k");
level._effect["insect_swarm"] = loadfx ("bio/insects/fx_insects_ambient");
level._effect["god_rays_large"] = loadfx("maps/ber3b/fx_light_god_rays_lg_streak");
level._effect["god_rays_medium"] = loadfx("env/light/fx_light_god_rays_medium");
level._effect["god_rays_small"] = loadfx("env/light/fx_light_god_rays_small");
level._effect["god_rays_small_short"] = loadfx("env/light/fx_light_god_rays_small_short");
level._effect["ray_huge_light"] = loadfx ("env/light/fx_ray_sun_xxlrg_linear");
level._effect["god_rays_dust_motes"] = loadfx("env/light/fx_light_god_rays_dust_motes");
level._effect["lantern_light"] = loadfx ("env/light/fx_lights_lantern_on");
level._effect["candle_flame"] = loadfx ("env/light/fx_lights_candle_flame");
level._effect["pipe_steam"] = loadfx ("env/smoke/fx_pipe_steam_sm_onesht");
level._effect["fire_column_creep_xsm"] = loadfx ("env/fire/fx_fire_column_creep_xsm");
level._effect["fire_column_creep_sm"] = loadfx ("env/fire/fx_fire_column_creep_sm");
level._effect["smoke_room_fill"] = loadfx ("maps/ber2/fx_smoke_fill_indoor");
level._effect["ash_and_embers_hall"] = loadfx ("maps/ber2/fx_debris_hall_ash_embers");
level._effect["ash_and_embers_small"] = loadfx ("maps/ber2/fx_debris_fire_motes");
level._effect["ash_hallway"] = loadfx ("maps/ber3b/fx_debris_soot_hallway");
level._effect["fire_detail"] = loadfx ("env/fire/fx_fire_debris_xsmall");
level._effect["water_heavy_leak"] = loadfx ("env/water/fx_water_drips_hvy");
level._effect["water_heavy_leak_long"] = loadfx ("env/water/fx_water_drips_hvy_long");
}
spotlight_fx()
{
spots = GetStructArray( "struct_spotlight_fx", "targetname" );
spots_nonprimary = GetStructArray( "struct_spotlight_fx_non_prime", "targetname" );
array_thread( spots, ::spotlight_fx_spawn );
array_thread( spots_nonprimary, ::spotlight_fx_spawn );
}
// self = the fx spot
spotlight_fx_spawn()
{
org = Spawn( "script_model", self.origin );
org.angles = self.angles;
org SetModel( "tag_origin" );
PlayFXOnTag( level._effect["spotlight_beam"], org, "tag_origin" );
org playloopsound( "ber3b_lightbulb_loop" );
self.fxOrg = org;
self thread spotlight_damage_think();
}
// self = a spotlight fx spot
spotlight_damage_think()
{
if( !IsDefined( self.target ) )
{
return;
}
trig = undefined;
model_undamaged = undefined;
ents = GetEntArray( self.target, "targetname" );
for( i = 0; i < ents.size; i++ )
{
ent = ents[i];
if( ent.classname == "trigger_damage" )
{
trig = ent;
}
else if( ent.classname == "script_model" )
{
model_undamaged = ent;
}
else
{
ASSERTMSG( "spotlight_damage_think(): couldn't identify fxspot target of classname " + ent.classname );
}
}
ASSERTEX( IsDefined( trig ) && IsDefined( model_undamaged ), "spotlight_damage_think(): couldn't find either the damage trigger or the undamaged model for fxspot at origin " + self.origin );
model_damaged = GetEnt( model_undamaged.target, "targetname" );
middleman = GetStruct( trig.target, "targetname" );
light = GetEnt( middleman.target, "targetname" );
ASSERTEX( IsDefined( trig.classname ) && trig.classname == "trigger_damage", "Trigger fx spot at origin " + self.origin + " does not target a damage trigger." );
// do light stuff only if it's a primary light
if( self.targetname != "struct_spotlight_fx_non_prime" )
{
// CODER_MOD : DSL 06/11/08 - remove this when the lights have been flagged as server side.
if( !IsDefined( light ) )
{
return;
}
ASSERTEX( IsDefined( light ), "Trigger fx spot at origin " + self.origin + " does not connect to a light source. Is the light set as server-side?" );
light.ogIntensity = light GetLightIntensity();
}
// hide damaged version
model_damaged Hide();
trig waittill( "trigger" );
trig Delete();
// model swap
model_undamaged Hide();
model_damaged Show();
if( IsDefined( self.fxOrg ) )
{
PlayFX( level._effect["spotlight_burst"], self.fxOrg.origin, self.fxOrg.angles );
// reduce intensity only if it's a primary light
if( self.targetname != "struct_spotlight_fx_non_prime" )
{
light SetLightIntensity( light GetLightIntensity() - ( light.ogIntensity / 2 ) );
}
self.fxOrg Delete();
}
}
vol_fog_think( disableFX )
{
set_vol_fog( "map_start" );
if( disableFX <= 0 )
{
trigger_wait( "trig_roof_outside_entrance", "targetname" );
set_vol_fog( "roof" );
}
}
set_vol_fog( section )
{
switch( section )
{
case "map_start":
setVolFog( 90, 2500, 850, 850, 0.2901, 0.2941, 0.3019, 0 );
break;
case "roof":
setVolFog( 90, 8000, 450, 1400, 0.3137, 0.3176, 0.3254, 5 );
break;
default:
ASSERTMSG( "vol_fog setting for map section " + section + " not found." );
}
}
// handles swapping vision sets throughout the level
vision_sets_init()
{
VisionSetNaked( "Ber3b", 0.1 ); // TODO change to per-client
visionset_changetrigs = GetEntArray( "set_vision", "targetname" );
if( !IsDefined( visionset_changetrigs ) || visionset_changetrigs.size <= 0 )
{
return;
}
array_thread( visionset_changetrigs, ::vision_set_trigger_think );
}
// self = a trigger
vision_set_trigger_think()
{
if( !IsDefined( self.script_noteworthy ) )
{
ASSERTMSG( "vision_set_trigger_think(): vision set trigger at origin " + self.origin + " does not have script_noteworthy set. Make sure that you set this to your vision set name." );
return;
}
visionSetName = self.script_noteworthy;
visionSetTransTime = undefined;
if( IsDefined( self.script_float ) && self.script_float > 0 )
{
visionSetTransTime = self.script_float;
}
else
{
visionSetTransTime = 1;
}
while( 1 )
{
self waittill( "trigger", player );
if( IsPlayer( player ) )
{
// if we've already started using vision sets...
if( IsDefined( player.activeVisionSet ) )
{
if( player.activeVisionSet == visionSetName )
{
// continue if the player is using the same vision set this trigger references
continue;
}
}
else
{
// ...set it up
player.activeVisionSet = visionSetName;
}
// change the vision set
VisionSetNaked( visionSetName, visionSetTransTime ); // TODO change to per-client
player.activeVisionSet = visionSetName;
doprint = GetDvarInt( "debug_visionset_changes" );
if( IsDefined( doprint ) && doprint > 0 )
{
iprintlnbold( "Vision changed to: " + visionSetName );
}
}
}
}
sunlight_samplesize_change_init()
{
sampleScale_dvar = "sm_sunSampleSizeNear";
sampleScale_default = 0.25;
sampleScale_parliament = 1;
trigger_wait( "trig_parliament_rightbalcony_entrance", "targetname" );
level thread merge_sunsingledvar( sampleScale_dvar, 0, 5, sampleScale_default, sampleScale_parliament );
trigger_wait( "trig_dome_pacing_start", "targetname" );
level thread merge_sunsingledvar( sampleScale_dvar, 0, 5, sampleScale_parliament, sampleScale_default );
}
merge_sunsingledvar( dvar, delay, timer, l1, l2 )
{
// level notify( dvar + "new_lightmerge" );
// level endon( dvar + "new_lightmerge" );
setsaveddvar( dvar, l1 );
wait( delay );
timer = timer*20;
suncolor = [];
for ( i=0; i < timer; i++ )
{
dif = i / timer;
level.thedif = dif;
ld = l2 * dif + l1 * ( 1 - dif );
setsaveddvar( dvar, ld );
wait( 0.05 );
}
setsaveddvar( dvar, l2 );
}
// ---------------------
// ambient FX functions
// ---------------------
fire_flicker_init()
{
lights = GetEntArray( "firecaster", "targetname" );
if( !IsDefined( lights ) || lights.size <= 0 )
{
return;
}
array_thread( lights, ::ber3b_firelight );
}
// modified version of _lights::burning_trash_fire()
ber3b_firelight()
{
full = self GetLightIntensity();
old_intensity = full;
while( 1 )
{
intensity = RandomFloatRange( full * 0.63, full * 1.2 );
// old values = 6, 12
timer = RandomFloatRange( 2, 5 );
for ( i = 0; i < timer; i ++ )
{
new_intensity = intensity * ( i / timer ) + old_intensity * ( ( timer - i ) / timer );
self SetLightIntensity( new_intensity );
wait( 0.05 );
}
old_intensity = intensity;
}
}
// self = a script_struct in the map
ambient_fakefire( endonString, delayStart )
{
if( delayStart )
{
wait( RandomFloatRange( 0.25, 5 ) );
}
if( IsDefined( endonString ) )
{
level endon( endonString );
}
team = undefined;
fireSound = undefined;
weapType = "rifle";
if( !IsDefined( self.script_noteworthy ) )
{
team = "allied_rifle";
}
else
{
team = self.script_noteworthy;
}
switch( team )
{
case "axis_rifle":
fireSound = "weap_g43_fire";
weapType = "rifle";
break;
case "allied_rifle":
fireSound = "weap_svt40_fire";
weapType = "rifle";
break;
case "axis_smg":
fireSound = "weap_mp44_fire";
weapType = "smg";
break;
case "allied_smg":
fireSound = "weap_ppsh_fire";
weapType = "smg";
break;
default:
ASSERTMSG( "ambient_fakefire: team name '" + team + "' is not recognized." );
}
// TODO make the sound chance dependent on player proximity?
if( weapType == "rifle" )
{
muzzleFlash = level._effect["distant_muzzleflash"];
soundChance = 60;
burstMin = 1;
burstMax = 4;
betweenShotsMin = 0.8;
betweenShotsMax = 1.3;
reloadTimeMin = 5;
reloadTimeMax = 10;
}
else
{
muzzleFlash = level._effect["distant_muzzleflash"];
soundChance = 45;
burstMin = 6;
burstMax = 17;
betweenShotsMin = 0.08;
betweenShotsMax = 0.12;
reloadTimeMin = 5;
reloadTimeMax = 12;
}
while( 1 )
{
// burst fire
burst = RandomIntRange( burstMin, burstMax );
for (i = 0; i < burst; i++)
{
// TODO randomize the target a bit so we're not always firing in the same direction
// get a point in front of where the struct is pointing
traceDist = 10000;
target = self.origin + vector_multiply( AnglesToForward( self.angles ), traceDist );
BulletTracer( self.origin, target, false );
// play fx with tracers
PlayFX( muzzleFlash, self.origin, AnglesToForward( self.angles ) );
// snyder steez - reduce popcorn effect
if( RandomInt( 100 ) <= soundChance )
{
thread play_sound_in_space( fireSound, self.origin );
}
wait( RandomFloatRange( betweenShotsMin, betweenShotsMax ) );
}
wait( RandomFloatRange( reloadTimeMin, reloadTimeMax ) );
}
}
// snyder steez
// self = a script_origin in the map
ambient_aaa_fx( endonString )
{
if( IsDefined( endonString ) )
{
level endon( endonString );
}
self thread ambient_aaa_fx_rotate( endonString );
while( 1 )
{
firetime = RandomIntRange( 3, 8 );
for( i = 0; i < firetime * 5; i++ )
{
PlayFX( level._effect["aaa_tracer"], self.origin, AnglesToForward( self.angles ) );
wait( RandomFloatRange( 0.14, 0.19 ) );
}
wait RandomFloatRange( 1.5, 3 );
}
}
// self = the emitter script_origin
ambient_aaa_fx_rotate( endonString )
{
if( IsDefined( endonString ) )
{
level endon( endonString );
}
while( 1 )
{
self RotateTo( ( 312.6, 180, -90 ), RandomFloatRange( 3.5, 6 ) );
self waittill( "rotatedone" );
self RotateTo( ( 307.4, 1.7, 90 ), RandomFloatRange( 3.5, 6 ) );
self waittill( "rotatedone" );
}
}