cod5-sdk/raw/maps/ber3_amb.gsc
2008-11-20 00:00:00 +00:00

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//
// file: ber3_amb.gsc
// description: level ambience script for berlin3
// scripter: slayback
//
#include maps\_utility;
#include maps\_ambientpackage;
#include maps\_music;
main()
{
//************************************************************************************************
// Ambient Packages
//************************************************************************************************
//declare an ambientpackage, and populate it with elements
//mandatory parameters are <package name>, <alias name>, <spawnMin>, <spawnMax>
//followed by optional parameters <distMin>, <distMax>, <angleMin>, <angleMax>
//***************
//Ber3_Outdoors
//***************
declareAmbientPackage( "ber3_outdoors_pkg" );
//addAmbientElement( "ber3_outdoors_pkg", "amb_stone_small", 10, 20, 100, 500);
//addAmbientElement( "ber3_outdoors_pkg", "amb_stone_med", 10, 20, 100,500);
//addAmbientElement( "ber3_outdoors_pkg", "bomb_far", 2, 15, 10, 200 );
//***************
//Ber3_Building_Interrior
//***************
declareAmbientPackage( "ber3_stone_room_pkg" );
//addAmbientElement( "ber3_stone_room_pkg", "amb_stone_small", 10, 20, 100, 200);
//addAmbientElement( "ber3_stone_room_pkg", "bomb_far", 2, 15, 10, 200 );
//addAmbientElement( "ber3_stone_room_pkg", "bomb_medium", 15, 30, 100, 500 );
declareAmbientPackage( "ber3_wood_room_pkg" );
//addAmbientElement( "ber3_wood_room_pkg", "amb_wood_small", 10, 20, 100, 200);
//addAmbientElement( "ber3_wood_room_pkg", "amb_wood_boards", 20, 40, 100, 500);
//addAmbientElement( "ber3_wood_room_pkg", "amb_wood_creak", 20, 40, 100, 500);
//addAmbientElement( "ber3_wood_room_pkg", "bomb_far", 2, 15, 10, 200 );
//addAmbientElement( "ber3_wood_room_pkg", "bomb_medium", 15, 30, 100, 500 );
//***************
//Ber3_Subway
//***************
declareAmbientPackage( "ber3_rodent_pkg" );
addAmbientElement( "ber3_rodent_pkg", "amb_rodents", 5, 35, 100, 500 );
declareAmbientPackage( "ber3_large_tunnel_pkg" );
addAmbientElement( "ber3_large_tunnel_pkg", "amb_water_drips", 0.05, 0.8, 10, 100 );
declareAmbientPackage( "ber3_small_tunnel_pkg" );
//addAmbientElement( "ber3_small_tunnel_pkg", "amb_dog_bark", 3, 6, 2000, 3000);
//addAmbientElement( "ber3_small_tunnel_pkg", "amb_wood_creak", 4, 12, 10, 100 );
//************************************************************************************************
// ROOMS
//************************************************************************************************
//explicitly activate the base ambientpackage, which is used when not touching any ambientPackageTriggers
//the other trigger based packages will be activated automatically when the player is touching them
//the same pattern is followed for setting up ambientRooms
//***************
//Ber3_Outdoors
//***************
declareAmbientRoom( "ber3_outdoors_room" );
//setAmbientRoomTone( "ber3_outdoors_room", "outdoor_wind" );
setAmbientRoomReverb( "ber3_outdoors_room", "Ber1", 1, 1 );
//***************
//Ber3_Building_Interrior
//***************
declareAmbientRoom( "ber3_hallway_room" );
setAmbientRoomTone( "ber3_hallway_room", "train_station_wind" );
declareAmbientRoom( "ber3_partial_room" );
setAmbientRoomTone( "ber3_partial_room", "partial_room_wind" );
declareAmbientRoom( "ber3_big_room" );
setAmbientRoomTone( "ber3_big_room", "train_station_wind" );
//***************
//Ber3_Subway
//***************
declareAmbientRoom( "ber3_small_tunnel" );
setAmbientRoomTone( "ber3_small_tunnel", "bgt_small_tunnel" );
declareAmbientRoom( "ber3_large_tunnel" );
setAmbientRoomTone( "ber3_large_tunnel", "bgt_large_tunnel" );
//************************************************************************************************
// ACTIVATE DEFAULT AMBIENT SETTINGS
//************************************************************************************************
activateAmbientPackage( "ber3_outdoors_pkg", 0 );
activateAmbientRoom( "ber3_outdoors_room", 0 );
//*************************************************************************************************
// START SCRIPTS
//*************************************************************************************************
//Start_Intro_Music();
level thread battle_cry();
level thread battle_cry2();
}
//************************************************************************************************
// OTHER AUDIO FUNCTIONS
//************************************************************************************************
//Start_Intro_Music()
//{
// musicplay("MX_Intro", 0);
//}
battle_cry()
{
level waittill("battle_cry");
yell = getent("battle_cry", "targetname");
playsoundatposition("See1_IGD_700A_RURS",yell.origin);
}
battle_cry2()
{
level waittill("pwn_joyal");
yell = getent("battle_cry", "targetname");
playsoundatposition("See1_IGD_700A_RURS",yell.origin);
}