148 lines
No EOL
3.4 KiB
Text
148 lines
No EOL
3.4 KiB
Text
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//!!!none of this does anything on code side
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// Cleaned up by: MikeD (3/28/2007)
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// SCRIPTER_MOD
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// JesseS( 3/21/2007 ): for this one, I did a mass replace of level.player with players[0], since
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// this one needs a major overhaul for coop. Also, some isplayer checks added, and other passed into
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// functions to play FX off of.
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// TODO: FIX THIS UP FOR CO-OP! <-------------------------------------------------------------------LOOK HERE!
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/* Example map_amb.gsc file:
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main()
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{
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// Set the underlying ambient track
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level.ambient_track [ "exterior" ] = "ambient_test";
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thread maps\_utility::set_ambient( "exterior" );
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// Set the eq filter for the ambient channels
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// -------------------------------------------
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// define a filter and give it a name
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// or use one of the presets( see _equalizer.gsc )
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// arguments are: name, band, type, freq, gain, q
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// -------------------------------------------
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// maps\_equalizer::defineFilter( "test", 0, "lowshelf", 3000, 6, 2 );
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// maps\_equalizer::defineFilter( "test", 1, "highshelf", 3000, -12, 2 );
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// maps\_equalizer::defineFilter( "test", 2, "bell", 1500, 6, 3 );
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// attach the filter to a region and channel
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// --------------------------------------------
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setupEq( "exterior", "local", "test" );
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ambientDelay( "exterior", 1.3, 3.4 ); // Trackname, min and max delay between ambient events
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ambientEvent( "exterior", "burnville_foley_13b", 0.3 );
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ambientEvent( "exterior", "boat_sink", 0.6 );
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ambientEvent( "exterior", "bullet_large_canvas", 0.3 );
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ambientEvent( "exterior", "explo_boat", 1.3 );
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ambientEvent( "exterior", "Stuka_hit", 0.1 );
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ambientEventStart( "exterior" );
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}
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*/
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// This initializes the zones used throughout the level.
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init()
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{
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}
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/*
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==============
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///GSCDocBegin
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"Name: activateambient( <ambient> )"
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"Summary: Activates the given ambient, usually "interior" or "exterior" This is mainly used by other utility scripts."
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"CallOn: Anything"
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"ScriptFile: _ambient.gsc"
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"MandatoryArg: <ambient> (string) - Determines the ambient to use. Usually "exterior" or "interior""
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"Example: activateambient( "interior" );"
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"Example: maps\_ambient::activateambient( "exterior" );"
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"LEVELVAR: level.ambient - Sets the current ambient track to use."
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"LEVELVAR: level.ambient_modifier - An array that stores ambient tracks."
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"LEVELVAR: level.ambient_track - Predefined array of ambient tracks."
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"SPCOOP: both"
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///GSCDocEnd
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==============
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*/
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activateambient( ambient )
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{
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}
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// Sets the ambiencts provided by a trigger. Which is threaded from _load.gsc
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// self = trigger with a targetname of "ambient_volume"
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ambientvolume()
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{
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}
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ambientdelay( track, min, max )
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{
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}
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ambientEvent( track, name, weight )
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{
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}
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ambientReverb( type )
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{
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}
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setupEq( track, channel, filter )
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{
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}
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setup_eq_channels( track, eqIndex )
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{
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}
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deactivate_index( eqIndex )
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{
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}
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ambientEventStart( track )
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{
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}
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start_ambient_event( track )
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{
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}
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ambientWeight( track )
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{
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}
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add_zone( zone )
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{
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}
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check_ambience( type )
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{
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}
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ambient_trigger()
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{
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}
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get_progress( start, end, dist, org )
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{
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}
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ambient_end_trigger_think( start, end, dist, inner_ambience, outer_ambience )
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{
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}
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ambient_trigger_sets_ambience_levels( start, end, dist, inner_ambience, outer_ambience, other )
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{
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}
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set_ambience_blend( progress, inner_ambience, outer_ambience )
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{
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}
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set_ambience_single( ambience )
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{
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} |