main() { maps\createart\sniper_art::main();//Added by Rich 3/20/2008 - Calls sniper_art.csv thread wind_settings(); precache_effects(); spawnFX(); footsteps(); } precache_effects() { level._effect["mortar_exp"] = loadfx("explosions/fx_mortarExp_dirt"); level._effect["blood_splat"] = loadfx("impacts/flesh_hit"); level._effect["fake_rifleflash"] = loadfx("maps/sniper/fx_muzzleflash_fake_rifle"); level._effect["fire_debris_small"] = loadfx("maps/sniper/fx_fire_debris_small"); level._effect["fire_debris_xsmall"] = loadfx("maps/sniper/fx_fire_debris_xsmall"); level._effect["fire_debris_medium"] = loadfx("maps/sniper/fx_fire_debris_medium"); level._effect["fire_debris_medium_interval"] = loadfx("maps/sniper/fx_fire_debris_medium_interval"); level._effect["fire_debris_medium_burst"] = loadfx("maps/sniper/fx_fire_debris_medium_burst"); level._effect["fire_debris_medium2"] = loadfx("maps/sniper/fx_fire_debris_medium2"); level._effect["fire_debris_large"] = loadfx("maps/sniper/fx_fire_debris_large"); level._effect["fire_tree_trunk_small"] = loadfx("maps/sniper/fx_fire_smoke_tree_trunk_small"); level._effect["battle_smoke_thin"] = loadfx("maps/sniper/fx_fog_rolling_thin"); level._effect["battle_smoke_thick"] = loadfx("maps/sniper/fx_fog_rolling_thick"); level._effect["battle_smoke_thick_area"] = loadfx("maps/sniper/fx_fog_rolling_thick_area"); level._effect["battle_smoke_thick_fountain"] = loadfx("maps/sniper/fx_fog_rolling_thick_fountain"); level._effect["smoke_column_1"] = loadfx("maps/sniper/fx_smoke_column_1"); level._effect["smoke_column_2"] = loadfx("maps/sniper/fx_smoke_column_2"); level._effect["plane_engine_fire"] = loadfx("maps/sniper/fx_fire_propellor_large"); level._effect["carcass_flies"] = loadfx("maps/sniper/fx_insects_carcass_flies"); level._effect["d_light_fire_small"] = loadfx("maps/sniper/fx_fire_d_light_small"); level._effect["d_light_fire_xsmall"] = loadfx("maps/sniper/fx_fire_d_light_xsmall"); level._effect["d_light_fire_medium"] = loadfx("maps/sniper/fx_fire_d_light_med"); level._effect["god_rays_large"] = loadfx("maps/sniper/fx_light_god_rays_large"); level._effect["god_rays_medium"] = loadfx("maps/sniper/fx_light_god_rays_medium"); level._effect["god_rays_small"] = loadfx("maps/sniper/fx_light_god_rays_small"); level._effect["god_rays_small_short"] = loadfx("maps/sniper/fx_light_god_rays_small_short"); level._effect["glass_break"] = loadfx("maps/sniper/fx_glass_break"); level._effect["smoke_ambiance_indoor"] = loadfx("maps/sniper/fx_smoke_ambiance_indoor"); level._effect["smoke_ambiance_indoor_glow"] = loadfx("maps/sniper/fx_smoke_ambiance_indoor_glow"); level._effect["smoke_ambiance_outdoor"] = loadfx("maps/sniper/fx_smoke_ambiance_outdoor"); level._effect["clouds"] = loadfx("maps/sniper/fx_clouds"); level._effect["fire_indoor_medium"] = loadfx("maps/sniper/fx_fire_indoor_medium"); level._effect["fire_indoor_medium_far"] = loadfx("maps/sniper/fx_fire_indoor_medium_far"); level._effect["fire_indoor_small"] = loadfx("maps/sniper/fx_fire_indoor_small"); level._effect["fire_indoor_small_far"] = loadfx("maps/sniper/fx_fire_indoor_small_far"); level._effect["fire_indoor_wall_crawl"] = loadfx("maps/sniper/fx_fire_indoor_wall_crawl"); level._effect["fire_indoor_wall_crawl2"] = loadfx("maps/sniper/fx_fire_indoor_wall_crawl2"); level._effect["fire_indoor_wall_smoke"] = loadfx("maps/sniper/fx_fire_indoor_wall_crawl_smoke"); level._effect["fire_indoor_wall_smoke_near"] = loadfx("maps/sniper/fx_fire_indoor_wall_crawl_smoke_near"); level._effect["fire_indoor_column1"] = loadfx("maps/sniper/fx_fire_indoor_column1"); level._effect["fire_indoor_column1_far"] = loadfx("maps/sniper/fx_fire_indoor_column1_far"); level._effect["fire_indoor_ceiling"] = loadfx("maps/sniper/fx_fire_indoor_ceiling_spread"); level._effect["dirt_falling"] = loadfx("maps/sniper/fx_dirt_falling_runner"); level._effect["dirt_falling_slow"] = loadfx("maps/sniper/fx_dirt_falling_runner2"); level._effect["water_ripples_shaking"] = loadfx("maps/sniper/fx_water_ripples_shaking"); level._effect["pebble_shaking_1"] = loadfx("maps/sniper/fx_pebble_shaking1"); level._effect["pebble_shaking_2"] = loadfx("maps/sniper/fx_pebble_shaking2"); level._effect["pebble_shaking_3"] = loadfx("maps/sniper/fx_pebble_shaking3"); level._effect["falling_ash_large"] = loadfx("maps/sniper/fx_fire_falling_ash_cloud"); level._effect["falling_ash_small"] = loadfx("maps/sniper/fx_fire_falling_ash_cloud2"); level._effect["falling_ash_outdoors"] = loadfx("maps/sniper/fx_fire_falling_ash_cloud3"); level._effect["falling_debris"] = loadfx("maps/sniper/fx_fire_falling_debris"); level._effect["smoke_column_3"] = loadfx("maps/sniper/fx_smoke_column_3"); level._effect["smoke_column_4"] = loadfx("maps/sniper/fx_smoke_column_4"); level._effect["smoke_column_5"] = loadfx("maps/sniper/fx_smoke_column_5"); level._effect["horch_headlights"] = loadfx("env/light/fx_ray_headlight_truck"); level._effect["temp_firewall_chase"] = loadfx("maps/sniper/fx_fire_indoor_barrier"); level._effect["fallingboards_fire"] = loadFX("maps/ber2/fx_debris_wood_boards_fire" ); level._effect["temp_bb_explode"] = loadfx("maps/sniper/fx_fire_explosion_building"); level._effect["temp_20mm_impact"] = loadfx("maps/sniper/fx_20mm_impact_burst"); level._effect["bb_hall_smoke"] = loadfx("maps/sniper/fx_smoke_column_indoor"); level._effect["debris_fall"] = loadfx("maps/sniper/fx_fire_collapse_hallway"); level._effect["electric_sparks"] = loadfx("maps/sniper/fx_electric_sparks"); level._effect["flameguy_explode"] = loadfx("explosions/fx_flamethrower_char_explosion"); level._effect["building_wall_explode"] = loadfx("maps/sniper/fx_explosion_building_2"); level._effect["scope_glint"] = loadfx("maps/sniper/fx_light_scope_glint"); level._effect["bloodspurt_5shot"] = loadfx("maps/sniper/fx_deathfx_body_5shot"); level._effect["bloodspurt_6shot"] = loadfx("maps/sniper/fx_deathfx_body_6shot"); level._effect["mannequin_shot"] = loadfx("impacts/fx_mannequin_hit"); level._effect["cigarette"] = loadFx( "maps/sniper/fx_cigarette_smoke" ); level._effect["cigarette_glow"] = loadFx( "maps/sniper/fx_cigarette_glow" ); level._effect["cigarette_glow_puff"] = LoadFx( "maps/sniper/fx_cigarette_glow_puff" ); level._effect["cigarette_exhale"] = loadFx( "maps/sniper/fx_cigarette_smoke_exhale_puff" ); level._effect["fire_indoor_running"] = loadFx("maps/sniper/fx_fire_indoor_medium_run"); level._effect["plane_propellor"] = loadFx( "maps/sniper/fx_plane_propellor_spinning"); level._effect["collapse_1"] = loadFx( "maps/sniper/fx_fire_collapse_1st_floor"); level._effect["collapse_2"] = loadFx( "maps/sniper/fx_fire_collapse_2nd_floor"); level._effect["collapse_chand"] = loadFx( "maps/sniper/fx_fire_collapse_chandlier"); level._effect["collapse_ambiance"] = loadFx("maps/sniper/fx_fire_collapse_ambiance_runner"); level._effect["wing_contrails"] = loadfx("maps/sniper/fx_contrails"); level._effect["crow_feathers"] = loadfx("maps/sniper/fx_feathers_crow_elements"); //level._effect["books_tossed"] = loadfx("maps/sniper/fx_book_toss"); level._effect["character_fire_death_sm"] = loadfx("env/fire/fx_fire_player_sm"); level._effect["character_fire_death_torso"] = loadfx("env/fire/fx_fire_player_torso"); level._effect["flamethrower_fire"] = loadfx("maps/sniper/fx_flamethrower_burst"); level._effect["bookcase_bounce"] = loadfx("maps/sniper/fx_fire_collapse_bookcase"); level._effect["pipe_trail"] = loadfx("maps/sniper/fx_sys_element_flame_trail_small_emitter"); level._effect["pipe_flame"] = loadfx("maps/sniper/fx_oven_pipe_flame"); level._effect["bookcase_fire"] = loadfx("maps/sniper/fx_fire_bookshelf"); level._effect["deathstar_escape"] = loadfx("maps/sniper/fx_fire_player_tunnel"); level._effect["inside_tankhit"] = loadfx("maps/sniper/fx_tank_shell_impact_building"); level._effect["river_splash"] = loadfx("maps/sniper/fx_water_splash"); level._effect["limb_bubbles"] = loadfx("maps/sniper/fx_underwater_foam_bubbles_limb"); level._effect["torso_bubbles"] = loadfx("maps/sniper/fx_underwater_foam_bubbles_torso"); level._effect["curtain_fx"] = loadfx("maps/sniper/fx_fire_curtains"); } wind_settings() { SetSavedDvar( "wind_global_vector", (60, 60, 0 ) ); // change "0 0 0" to your wind vector SetSavedDvar( "wind_global_low_altitude", 200); // change 0 to your wind's lower bound SetSavedDvar( "wind_global_hi_altitude", 2000); // change 10000 to your wind's upper bound SetSavedDvar( "wind_global_low_strength_percent", 0.15); // change 0.5 to your desired wind strength percentage } spawnFX() { maps\createfx\sniper_fx::main(); } 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( "ice", 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( "sand", LoadFx( "bio/player/fx_footstep_sand" ) ); animscripts\utility::setFootstepEffect( "snow", 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" ) ); }