cod5-sdk/raw/maps/mak_fx.gsc

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#include maps\_utility;
main()
{
precacheFX();
spawnFX();
maps\createart\mak_art::main();
footsteps();
event1();
event2();
event4();
event6();
// fog_settings();
// level thread vision_settings(); NOW HANDLED BY mak_art.gsc
wind_settings();
level thread water_settings();
view_settings();
}
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_dust" ) );
animscripts\utility::setFootstepEffect( "gravel", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "grass", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "ice", LoadFx( "bio/player/fx_footstep_snow" ) );
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_sand" ) );
animscripts\utility::setFootstepEffect( "sand", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "snow", LoadFx( "bio/player/fx_footstep_snow" ) );
animscripts\utility::setFootstepEffect( "water", LoadFx( "bio/player/fx_footstep_water" ) );
animscripts\utility::setFootstepEffect( "wood", LoadFx( "bio/player/fx_footstep_dust" ) );
}
view_settings()
{
SetSavedDvar( "r_motionblur_enable", 1 );
SetSavedDvar( "r_motionblur_positionFactor", 0.17 );
SetSavedDvar( "r_motionblur_directionFactor", 0.17 );
}
//vision_settings() NOW HANDLED BY mak_art.gsc
//{
// waittillframeend;
//// VisionSetNaked( "mak", 0.1 );
//
// set_all_players_visionset( "mak", 0.1 );
//}
//
//fog_settings()
//{
// 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 );
// }
// else
// {
// SetVolFog( start_dist, halfway_dist, halfway_height, base_height, red, green, blue, trans_time );
// }
//}
// Global Wind Settings
wind_settings()
{
// These values are supposed to be in inches per second.
SetSavedDvar( "wind_global_vector", "162 59 7.5" ); // 71.69 inches per second or about 4mph
SetSavedDvar( "wind_global_low_altitude", 19 );
SetSavedDvar( "wind_global_hi_altitude", 561 );
SetSavedDvar( "wind_global_low_strength_percent", 0.07 );
// Add a while loop to vary the strength of the wind over time.
}
water_settings()
{
/* Water Dvars Default Values What They Do
======================================================================
r_watersim_enabled default = true Enables dynamic water simulation
r_watersim_debug default = false Enables bullet debug markers
r_watersim_flatten default = false Flattens the water surface out
r_watersim_waveSeedDelay default = 500.0 Time between seeding a new wave( ms )
r_watersim_curlAmount default = 0.5 Amount of curl applied
r_watersim_curlMax default = 0.4 Maximum curl limit
r_watersim_curlReduce default = 0.95 Amount curl gets reduced by when over limit
r_watersim_minShoreHeight default = 0.04 Allows water to lap over the shoreline edge
r_watersim_foamAppear default = 20.0 Rate foam appears at
r_watersim_foamDisappear default = 0.78 Rate foam disappears at
r_watersim_windAmount default = 0.02 Amount of wind applied
r_watersim_windDir default = 45.0 Wind direction( degrees )
r_watersim_windMax default = 0.4 Maximum wind limit
r_watersim_particleGravity default = 0.03 Particle gravity
r_watersim_particleLimit default = 2.5 Limit at which particles get spawned
r_watersim_particleLength default = 0.03 Length of each particle
r_watersim_particleWidth default = 2.0 Width of each particle
*/
SetDvar( "r_watersim_curlAmount", 1 );
SetDvar( "r_watersim_curlMax", 1 );
SetDvar( "r_watersim_curlReduce", 0.95 );
SetDvar( "r_watersim_minShoreHeight", -3.2 );
SetDvar( "r_watersim_waveSeedDelay", 250.0 );
SetDvar( "r_watersim_foamAppear", 20 );
SetDvar( "r_watersim_foamDisappear", 0.775 );
SetDvar( "r_watersim_windAmount", 0.4 );
SetDvar( "r_watersim_windMax", 0.21 );
SetDvar( "r_watersim_windDir", 340.0 );
waittillframeend;
WaterSimEnable( true );
}
event1()
{
// Intro
level._effect["cigarette"] = LoadFx( "maps/mak/fx_cigarette_smoke" );
level._effect["cigarette_exhale"] = LoadFx( "maps/mak/fx_cigarette_smoke_exhale_puff" );
level._effect["cigarette_glow"] = LoadFx( "maps/mak/fx_cigarette_glow" );
level._effect["cigarette_glow_puff"] = LoadFx( "maps/mak/fx_cigarette_glow_puff" );
level._effect["cigarette_glow_puff2"] = LoadFx( "maps/mak/fx_cigarette_glow_puff2" );
level._effect["cigarette_embers"] = LoadFx( "maps/mak/fx_cigarette_embers_puff" );
level._effect["blood_spray"] = LoadFx( "maps/mak/fx_blood_spray" );
level._effect["blood_spurt"] = LoadFx( "maps/mak/fx_blood_spurt" );
level._effect["blood_pool"] = LoadFx( "maps/mak/fx_blood_spill_floor" );
level._effect["flash_light"] = LoadFx( "misc/fx_flashlight_beam" );
level._effect["spit"] = LoadFx( "maps/mak/fx_spit_mist" );
level._effect["beatstick_hit"] = LoadFx( "maps/mak/fx_blood_spray_small" );
// Huts
level._effect["hut1_explosion"] = LoadFx( "maps/mak/fx_explosion_charge_large" );
level._effect["hut2_explosion"] = LoadFx( "maps/mak/fx_explosion_charge_med" );
level._effect["hut3_explosion"] = LoadFx( "maps/mak/fx_explosion_charge_xlarge" );
level._effect["hut4_explosion"] = LoadFx( "maps/mak/fx_explosion_charge_xlarge_main" );
level._effect["hut4_smoke_trail"] = LoadFX( "maps/mak/fx_sys_element_smoke_tail_med_emitter" );
level._effect["corner_hut_explosion"] = LoadFX( "maps/mak/fx_explosion_charge_med_corner" );
level.scr_sound["corner_hut_explosion"] = "exp_hut_corner";
level._effect["shed_barrel_explosion"] = LoadFX( "maps/mak/fx_explosion_barrel_small" );
level._effect["barrel_explosion"] = LoadFX( "destructibles/fx_barrelExp" );
level._effect["barrel_trail"] = LoadFx( "destructibles/fx_dest_fire_trail_med" );
add_earthquake( "truck_barrels", 0.4, 2, 300 );
// Tower Collapse
level._effect["hut1_collapse"] = LoadFx( "maps/mak/fx_fire_ewok_collapse_group" );
level._effect["hut1_splash"] = LoadFx( "maps/mak/fx_fire_ewok_splash_plume" );
level._effect["hut1_smoke"] = LoadFx( "maps/mak/fx_fire_ewok_smoke" );
level._effect["hut1_fire_large"] = LoadFx( "maps/mak/fx_fire_ewok_large" );
level._effect["hut1_fire_medium"] = LoadFx( "maps/mak/fx_fire_ewok_medium" );
level._effect["hut1_fire_pole"] = LoadFx( "maps/mak/fx_fire_ewok_medium_pole" );
// Under Hut
level._effect["under_hut"] = LoadFX( "maps/mak/fx_fire_hut_collapse_small" );
// Guy 2 Shed
level._effect["guy2shed"] = LoadFX( "maps/mak/fx_collapse_dust_plume_4" );
// Water Splash for showdown
level._effect["showdown_splash"] = LoadFx( "maps/mak/fx_water_splash_falling_guy" );
// Smoke Fx for Fire Beatdown
level._effect["beatdown_arm_smoke"] = LoadFx( "maps/mak/fx_smoke_small" );
level._effect["head_shot"] = LoadFx( "impacts/flesh_hit_head_fatal_exit" );
level._effect["head_shot_splat"] = LoadFx( "impacts/flesh_hit_splat" );
}
event2()
{
level._effect["birds_fly"] = LoadFx( "maps/pel2/fx_birds_tree_panic" );
level._effect["spot_light"] = LoadFx( "env/light/fx_light_pby_exterior_dspot" );
level._effect["spot_light_death"] = LoadFx( "maps/mak/fx_light_searchlight_burst_md" );
}
event4()
{
level._effect["truck_fuel_spill"] = LoadFx( "maps/mak/fx_fire_fuel_spill" );
level._effect["truck_fuel_spill_fire"] = LoadFx( "maps/mak/fx_fire_fuel_ground_emitter" );
// Sumeet - added a truck collision with tower effect.
level._effect["truck_tower_collision"] = LoadFx( "maps/mak/fx_truck_tower_collision" );
}
event6()
{
level._effect["tower_impact"] = LoadFx( "maps/mak/fx_collapse_dust_plume_3" );
level._effect["end_barrel_explosion"] = LoadFx( "destructibles/fx_barrelExp" );
level._effect["end_hut_explosion1"] = LoadFx( "maps/mak/fx_explosion_charge_xlarge_2" );
level._effect["end_hut_explosion2"] = LoadFx( "maps/mak/fx_explosion_charge_xlarge_2_ending" );
level._effect["large_water_squib"] = LoadFx( "impacts/large_waterhit" );
level._effect["small_water_squib"] = LoadFx( "impacts/small_waterhit" );
level._effect["head_shot_big"] = LoadFx( "impacts/flesh_head_impact03" );
level._effect["rocket_explode"] = LoadFx( "weapon/mortar/fx_mortar_exp_dirt_medium");
}
// Load some basic FX to play around with.
precacheFX()
{
// Can be used anywhere
level._effect["flesh_hit"] = LoadFX( "impacts/flesh_hit_body_fatal_exit" );
// FLAME AI 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" );
// Radio Destructible
level._effect["radio_explode"] = LoadFx( "env/electrical/fx_elec_short_oneshot" );
//////////////////////////////////////////////////////////////////////////////////////
///////////////////////QUINN SECTION ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////
// For level._effect["X"]s, X can be whatever makes sense to the scripter.
// The loadfx() call needs to point to a valid effect, however.
level._effect["insects_lantern1"] = LoadFX( "bio/insects/fx_insects_lantern_1" );
level._effect["insects_lantern2"] = LoadFX( "bio/insects/fx_insects_lantern_2" );
level._effect["campfire_smolder"] = LoadFX( "env/fire/fx_fire_campfire_smolder" );
level._effect["campfire_medium"] = LoadFX( "maps/mak/fx_fire_camp_med" );
level._effect["chimney_smoke"] = LoadFX( "maps/mak/fx_smoke_chimney_med" );
level._effect["chimney_smoke_large"] = LoadFX( "env/smoke/fx_smoke_wood_chimney_lrg" );
level._effect["searchlight_1"] = LoadFX( "misc/fx_spotlight_large" );
level._effect["bats_circling"] = LoadFX( "bio/animals/fx_bats_circling" );
level._effect["bats_swarm"] = LoadFX( "bio/animals/fx_bats_circling_swarm" );
level._effect["floor_rays_large"] = LoadFX( "maps/mak/fx_ray_linear_large" );
level._effect["floor_rays_medium"] = LoadFX( "maps/mak/fx_ray_linear_med" );
level._effect["plume_collapse_dust"] = LoadFX( "explosions/fx_dust_cloud_plume_1" );
level._effect["mist_rolling"] = LoadFX( "maps/mak/fx_fog_rolling_thin" );
level._effect["mist_rolling2"] = LoadFX( "maps/mak/fx_fog_rolling_thin2" );
level._effect["fire_barrel_medium"] = LoadFX( "env/fire/fx_fire_barrel_med" );
level._effect["fire_barrel_small"] = LoadFX( "env/fire/fx_fire_barrel_small" );
level._effect["glow_outdoor"] = LoadFX( "env/light/fx_glow_lampost_white_dim_static" );
level._effect["glow_indoor"] = LoadFX( "env/light/fx_light_indoor_white_static" );
level._effect["insects_swarm"] = LoadFX( "maps/mak/fx_insects_swarm" );
level._effect["glow_spotlight"] = LoadFX( "env/light/fx_glow_spotlight_white_dim_static" );
level._effect["sys_e_smoke_trail"] = LoadFX( "maps/mak/fx_sys_element_smoke_tail_small" );
level._effect["fire_debris_small"] = LoadFX( "maps/mak/fx_fire_debris_small" );
level._effect["fire_debris_med"] = LoadFX( "maps/mak/fx_fire_debris_med" );
level._effect["fire_debris_large"] = LoadFX( "maps/mak/fx_fire_debris_large" );
level._effect["fire_debris_large_direct"] = LoadFX( "maps/mak/fx_fire_debris_large_directional" );
level._effect["glow_indoor_spot"] = LoadFX( "maps/mak/fx_light_glow_lantern_spot" );
level._effect["fire_debris_large_single"] = LoadFX( "maps/mak/fx_fire_debris_large_single" );
level._effect["fire_debris_ash_cloud"] = LoadFX( "maps/mak/fx_fire_debris_ash_cloud" );
level._effect["fire_embers_patch"] = LoadFX( "maps/mak/fx_fire_debris_embers_patch" );
level._effect["fire_embers_patch2"] = LoadFX( "maps/mak/fx_fire_debris_embers_patch2" );
level._effect["fire_debris_med_line"] = LoadFX( "maps/mak/fx_fire_debris_med_line" );
level._effect["fire_debris_med_line2"] = LoadFX( "maps/mak/fx_fire_debris_med_line2" );
level._effect["fire_debris_med_line3"] = LoadFX( "maps/mak/fx_fire_debris_med_line3" );
level._effect["fire_water_medium"] = LoadFX( "maps/mak/fx_fire_water_med" );
level._effect["fire_water_small"] = LoadFX( "maps/mak/fx_fire_water_small" );
level._effect["fire_smoke_column1"] = LoadFX( "maps/mak/fx_smoke_column" );
level._effect["fire_smoke_column2"] = LoadFX( "maps/mak/fx_smoke_column2" );
level._effect["fire_hut_d_light"] = LoadFX( "maps/mak/fx_fire_hut_d_light" );
level._effect["god_ray_moon1"] = LoadFX( "maps/mak/fx_ray_linear_large_moon" );
level._effect["god_ray_moon2"] = LoadFX( "maps/mak/fx_ray_linear_large_moon2" );
level._effect["god_ray_moon3"] = LoadFX( "maps/mak/fx_ray_linear_large_moon3" );
level._effect["god_ray_moon4"] = LoadFX( "maps/mak/fx_ray_linear_large_moon4" );
level._effect["god_ray_fire"] = LoadFX( "maps/mak/fx_ray_linear_fire_small" );
level._effect["god_ray_fire2"] = LoadFX( "maps/mak/fx_ray_linear_fire_medium" );
level._effect["smoke_ambiance_indoor"] = LoadFX( "maps/mak/fx_smoke_ambiance_indoor" );
level._effect["water_flow"] = LoadFX( "maps/mak/fx_water_wake_flow" );
level._effect["water_splash_rocks"] = LoadFX( "maps/mak/fx_water_splash_rocks" );
level._effect["water_wake_mist"] = LoadFX( "maps/mak/fx_water_wake_mist" );
level._effect["water_wake_ripples"] = LoadFX( "maps/mak/fx_water_ripples_small" );
level._effect["glow_candle"] = LoadFX( "env/light/fx_dlight_candle_glow" );
// Lights -- BA Section --
level._effect["lantern_on_global"] = LoadFX( "env/light/fx_lights_lantern_on" );
}
spawnFX()
{
maps\createfx\mak_fx::main();
}
cig_smoke( officer )
{
wait( 1 );
PlayFxOnTag( level._effect["cigarette"], officer, "tag_efx" );
PlayFxOnTag( level._effect["cigarette_glow"], officer, "tag_efx" );
}