cod5-sdk/raw/maps/ber3_fx.gsc
2008-11-20 00:00:00 +00:00

188 lines
No EOL
9.6 KiB
Text

//
// file: ber3_fx.gsc
// description: fx script for berlin3: setup, special fx functions, etc.
// scripter: slayback
//
#include maps\_utility;
main()
{
precache_util_fx();
precache_createfx_fx();
maps\createart\ber3_art::main(); //Added by Rich 05/07/08 calls the ber3_art.gsc that controls the vision sets and fog
maps\createfx\ber3_fx::main();
// fog_settings();
// thread vision_settings(); //Added by Rich 5/7/2008 NOW HANDLED BY ber3_art.gsc
thread wind_settings();
spawnFX();
}
// load fx used by util scripts
precache_util_fx()
{
level._effect["flesh_hit"] = Loadfx( "impacts/flesh_hit" );
level._effect["shreck_trail"] = loadfx("weapon/rocket/fx_trail_bazooka_geotrail");
level._effect["shreck_explode"] = loadfx("Weapon/Rocket/fx_LCI_rocket_explosion_beach");
level._effect["distant_muzzleflash"] = loadfx("weapon/muzzleflashes/fx_50cal");
level._effect["reich_tracer"] = loadfx("weapon/tracer/fx_tracer_single_md");
// katyusha particles
level._effect["katyusha_rocket_launch"] = LoadFX("weapon/muzzleflashes/fx_rocket_katyusha_launch");
level._effect["katyusha_rocket_trail"] = LoadFX( "weapon/rocket/fx_rocket_katyusha_geotrail" );
level._effect["katyusha_rocket_explosion"] = LoadFX( "weapon/rocket/fx_LCI_rocket_explosion_beach" );
level._effect["rocket_launch"] = loadfx("weapon/muzzleflashes/fx_rocket_katyusha_launch");
level._effect["rocket_trail"] = loadfx("weapon/rocket/fx_rocket_katyusha_geotrail");
level._effect["rocket_explode"] = loadfx("weapon/rocket/fx_LCI_rocket_explosion_beach");
//level._effect["rocket_explode_far"] = loadfx("maps/ber1/fx_exp_katyusha_barrage_far");
// pak43 particles
level._effect["pak43_trail"] = LoadFX( "weapon/artillery/fx_artillery_pak43_geotrail" );
level._effect["pak43_muzzleflash"] = LoadFX( "weapon/artillery/fx_artillery_pak43_muz" );
level._effect["pak43_impact"] = LoadFX( "explosions/default_explosion" );
level._effect["brick_explode"] = LoadFX( "maps/ber3/fx_exp_wall_bricks" );
// For molotov toss animation
level._effect["molotov_trail_fire"] = LoadFx( "weapon/molotov/fx_molotov_wick" );
level._effect["molotov_explosion"] = LoadFx( "weapon/molotov/fx_molotov_exp" );
// Chernov's finale
level._effect["pillar_cover_smoke"] = loadfx("maps/ber3/fx_column_collapse_cover");
level._effect["flame_death1"] = loadfx("env/fire/fx_fire_player_sm");
level._effect["flame_death2"] = loadfx("env/fire/fx_fire_player_torso_mp");
// Mortar stuff
level.scr_sound["mortar_flash"] = "wpn_mortar_fire";
level._effect["mortar_flash"] = loadfx("weapon/mortar/fx_mortar_launch_w_trail");
//dirt mortars
level._effectType["dirt_mortar"] = "mortar";
level._effect["dirt_mortar"] = loadfx("weapon/mortar/fx_mortar_exp_dirt_brown");
level.explosion_stopNotify["dirt_mortar"] = "stop_ambush_mortars";
// ai flame 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" );
// flamethrower guy death
level._effect["flameguy_explode"] = LoadFX( "explosions/fx_flamethrower_char_explosion" );
// Statue fx
level._effect["e2_statue_explode"] = LoadFX( "maps/ber3/fx_exp_statue" );
}
//////////////////////////////////////////////////////////////////////////////////////
///////////////////////BARRY'S SECTION //////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////
precache_createfx_fx()
{
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["dlight_fire_glow"] = loadfx("env/light/fx_dlight_fire_glow");
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["fire_wall_100_150"] = loadfx("env/fire/fx_fire_wall_smk_0x100y155z");
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_window_nsmk"] = loadfx("env/fire/fx_fire_win_nsmk_0x35y50z");
level._effect["fire_tree"] = loadfx("env/fire/fx_fire_smoke_tree_trunk_med_w");
level._effect["a_fire_rubble_detail"] = loadfx("env/fire/fx_fire_rubble_detail");
level._effect["a_fire_rubble_detail_grp"] = loadfx("env/fire/fx_fire_rubble_detail_grp");
level._effect["a_fire_rubble_md"] = loadfx("env/fire/fx_fire_rubble_md");
level._effect["a_fire_rubble_md_lowsmk"] = loadfx("env/fire/fx_fire_rubble_md_lowsmk");
level._effect["a_fire_rubble_sm"] = loadfx("env/fire/fx_fire_rubble_sm");
level._effect["a_fire_rubble_sm_column"] = loadfx("env/fire/fx_fire_rubble_sm_column");
level._effect["a_fire_rubble_sm_column_smldr"] = loadfx("env/fire/fx_fire_rubble_sm_column_smldr");
level._effect["smoke_detail"] = loadfx("env/smoke/fx_smoke_smolder_sm_blk");
level._effect["smoke_battle_mist"] = loadfx("env/smoke/fx_battlefield_smokebank_ling_lg_w");
level._effect["smoke_plume_sm_fast_blk_w"] = loadfx("env/smoke/fx_smoke_plume_sm_fast_blk_w");
level._effect["smoke_plume_md_slow_def"] = loadfx("env/smoke/fx_smoke_plume_md_slow_def");
level._effect["smoke_plume_lg_slow_blk"] = loadfx("env/smoke/fx_smoke_plume_xlg_slow_blk");
level._effect["smoke_plume_lg_slow_def"] = loadfx("env/smoke/fx_smoke_plume_lg_slow_def");
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["a_smoke_smolder_md_gry"] = loadfx("env/smoke/fx_smoke_smolder_md_gry");
level._effect["a_smokebank_thick_dist1"] = loadfx("maps/ber3/fx_smokebank_thick_dist1");
level._effect["a_smokebank_thick_dist2"] = loadfx("maps/ber3/fx_smokebank_thick_dist2");
level._effect["a_smokebank_thick_dist3"] = loadfx("maps/ber3/fx_smokebank_thick_dist3");
level._effect["a_smokebank_thin_dist1"] = loadfx("maps/ber3/fx_smokebank_thin_dist1");
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["debris_paper_falling"] = loadfx("maps/ber3/fx_debris_papers_falling");
level._effect["debris_wood_burn_fall"] = loadfx("maps/ber3/fx_debris_burning_wood_fall");
level._effect["a_dust_falling_sm"] = loadfx("env/dirt/fx_dust_falling_sm");
level._effect["a_dust_falling_md"] = loadfx("env/dirt/fx_dust_falling_md");
level._effect["a_column_collapse_ground"] = loadfx("maps/ber3/fx_column_collapse_ground");
level._effect["a_column_collapse_ground_end"] = loadfx("maps/ber3/fx_column_collapse_ground_end");
level._effect["a_column_collapse_thick"] = loadfx("maps/ber3/fx_column_collapse_ground_thick");
level._effect["a_debris_papers_windy"] = loadfx("maps/ber3/fx_debris_papers_windy");
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["ash_and_embers"] = loadfx("env/fire/fx_ash_embers_light");
level._effect["flak_field"] = loadfx("weapon/flak/fx_flak_field_8k_dist");
level._effect["a_flak_field_cloudflash"] = loadfx("weapon/flak/fx_flak_cloudflash_8k");
level._effect["a_tracers_flak88_amb"] = loadfx("maps/ber3/fx_tracers_flak88_amb");
level._effect["a_tracers_flak88_dir"] = loadfx("maps/ber3/fx_tracers_flak88_dir");
level._effect["bio_flies"] = loadfx("bio/insects/fx_insects_carcass_flies");
level._effect["bio_crows_overhead"] = loadfx("bio/animals/fx_crows_circling");
}
// Global Wind Settings
wind_settings()
{
// These values are supposed to be in inches per second.
SetSavedDvar( "wind_global_vector", "-176 70 0" );
SetSavedDvar( "wind_global_low_altitude", 26 );
SetSavedDvar( "wind_global_hi_altitude", 3000 );
SetSavedDvar( "wind_global_low_strength_percent", 0.3 );
}
// fog_settings() NOW HANDLED BY ber_art.gsc
// {
// temp settings for split screen fog
// start_dist = 700;
// halfway_dist = 2000;
// halfway_height = 350;
// base_height = 0;
// red = 0.115;
// green = 0.123;
// blue = 0.141;
// trans_time = 0;
//
// if( IsSplitScreen() )
// {
// halfway_height = 10000;
// cull_dist = 2000;
// set_splitscreen_fog( start_dist, halfway_dist, halfway_height, base_height, red, green, blue, trans_time, cull_dist );
// }
// }
spawnFX()
{
}
//////////////////////////////////////////////////////////////////////////////////////
///////////////////////RICH'S SECTION //////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////NOW HANDLED BY ber3_art.gsc
//Rich's Section - Handles Vision And Fog Settings - Added 5/7/2008
// vision_settings()//- Handles Vision And Fog Settings - Added 5/7/2008
// {
// wait .5;
//VisionSetNaked( "ber3", 0 );
//
// set_all_players_visionset("ber3", 0);
// }