cod5-sdk/raw/maps/pel1_fx.gsc

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#include maps\_utility;
main()
{
maps\createart\pel1_art::main();
precacheFX();
spawnFX();
thread fog_settings();
thread vision_settings();
thread wind_settings();
thread water_settings();
thread view_settings();
}
view_settings()
{
setsaveddvar("r_motionblur_enable", 1);
setsaveddvar("r_motionblur_positionFactor", 0.35);
setsaveddvar("r_motionblur_directionFactor", .2);
maps\createart\pel1_art::main();
}
vision_settings()
{
wait 1;
set_all_players_visionset( "pel1_intro", 1 );
// VisionSetNaked("pel1_intro",1);
wait 5;
level waittill ("lst doors opened");
set_all_players_visionset( "pel1", 3 );
// VisionSetNaked("pel1",3);
}
set_outro_vision()
{
set_all_players_visionset( "pel1_intro", 1 );
// VisionSetNaked("pel1_intro",1);
}
fog_settings()
{
start_dist = 814;
halfway_dist = 1763;
halfway_height = 541;
base_height = -451;
red = 0.50;
green = 0.613;
blue = 0.657;
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
{
// per craig and collin
//setVolFog(1000, 7500, 0, 3000, 0.4, 0.45, 0.47, 0.0);
level waittill ("do aftermath");
setVolFog(100, 5500, 0, 3000, 0.4, 0.45, 0.47, 10.0);
}
}
// Global Wind Settings
wind_settings()
{
// These values are supposed to be in inches per second.
SetSavedDvar( "wind_global_vector", "-178 140 0" ); // 71.69 inches per second or about 4mph
SetSavedDvar( "wind_global_low_altitude", -500 );
SetSavedDvar( "wind_global_hi_altitude", 1600 );
SetSavedDvar( "wind_global_low_strength_percent", 0.2 );
// Add a while loop to vary the strength of the wind over time.
}
water_settings()
{
//-- All of these values were borrowed from Pel1
/* 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_waveSeedDelay", 100.0 );
SetDvar( "r_watersim_curlAmount", 0.18 );
SetDvar( "r_watersim_curlMax", 0.2 );
SetDvar( "r_watersim_curlReduce", 0.95 );
SetDvar( "r_watersim_minShoreHeight", 0.04 );
SetDvar( "r_watersim_foamAppear", 20.0 );
SetDvar( "r_watersim_foamDisappear", 0.45 );
SetDvar( "r_watersim_windAmount", 0.026 );
SetDvar( "r_watersim_windDir", 75 );
SetDvar( "r_watersim_windMax", 1.96 );
SetDvar( "r_watersim_particleGravity", 0.03 );
SetDvar( "r_watersim_particleLimit", 2.5 );
SetDvar( "r_watersim_particleLength", 0.03 );
SetDvar( "r_watersim_particleWidth", 2.0 );
}
// Load some basic FX to play around with.
precacheFX()
{
//level._effect["smoke_screen1"] = loadfx("env/smoke/fx_battlefield_beach_smokebank_ling_lg");
level._effectType["dirt_mortar"] = "mortar";
level._effect["dirt_mortar"] = loadfx("explosions/fx_mortarExp_dirt");
level._effectType["water_mortar"] = "mortar_water";
level._effect["water_mortar"] = loadfx("explosions/mortarExp_water");
level._effectType["beach_mortar_water"] = "mortar_water";
level._effect["beach_mortar_water"] = loadfx("explosions/mortarExp_water");
// bunker door explodes
level._effect["bunker_door_charge"] = loadfx("explosions/large_vehicle_explosion");
//LCI rocket explode
level._effect["lci_rocket_impact"] = loadfx("weapon/rocket/fx_LCI_rocket_explosion_beach");
// level._effect["lci_rocket_impact_dummy"] = loadfx("weapon/rocket/fx_LCI_rocket_explosion_beach_dummy");
// lvt door open
// level._effect["lvt_door_open_dirt"] = loadfx("maps/pel1/fx_lvt_door_open_spray_dirt");
// level._effect["lvt_door_open_water"] = loadfx("maps/pel1/fx_lvt_door_open_spray_water");
//
// jeep explosion
level._effect["jeep_explode"] = loadfx("vehicle/vexplosion/fx_Vexplode_willyjeep");
level._effect["lvt_explode"] = loadfx("vehicle/vexplosion/fx_Vexplode_lvt_beach");
level._effect["special_lvt_explode"] = loadfx("maps/pel1/fx_exp_lvt_pel1");
// trail on rockets
level._effect["rocket_launch"] = loadfx("weapon/rocket/fx_LCI_rocket_ignite_launch");
level._effect["rocket_trail"] = loadfx("weapon/rocket/fx_lci_rocket_geotrail");
// rocket aftermath
level._effect["rocket_aftermath"] = loadfx("maps/pel1/fx_LCI_rocket_debris_aftermath");
level._effect["thompson_muzzle"] = loadfx("weapon/muzzleflashes/standardflashworld");
// bunker blowing up stuff
level._effect["bunker_explode_large"] = loadfx("maps/pel1/fx_beach_bunker_explosion_lg");
level._effect["bunker_explode_medium"] = loadfx("maps/pel1/fx_beach_bunker_explosion_md");
// level._effect["air_napalm"] = loadfx("maps/pel1/fx_napalm_midair_burst");
// level._effect["napalm_explo"] = loadfx("weapon/napalm/fx_napalmExp_lg_blk_smk_01");
level._effect["napalm_fire_smolder"] = loadfx ("maps/pel1/fx_bunker_napalm_fire_smolder");
// japanese shooting from a distance
level._effect["distant_muzzleflash"] = loadfx("weapon/tracer/fx_muz_distnt_lg_wrld");
level._effect["one_squib"] = loadfx("impacts/fx_bullet_dirt_lg");
// muzzle fx for the battleships
// level._effect["battleship_muzzle"] = loadfx("weapon/ship/fx_ship_battle_14in");
// level._effect["cruiser_muzzle"] = loadfx("weapon/ship/fx_ship_cruiser_6in");
level._effect["model3_muzzle"] = loadfx("weapon/artillery/fx_artillery_jap_200mm_no_smoke");
// LVT WAKE
level._effect["lvt_wake"] = loadfx("vehicle/water/fx_wake_lvt_churn");
// 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" );
// Bunker fire comes out
level._effect["bunker_fire_out"] = LoadFx( "env/fire/fx_fire_flamethrower_outward_burst" );
level._effect["bunker_fire_smolder"] = LoadFx( "maps/pel1/fx_bunker_flamed_smolder" );
// pistol fx
level._effect["pistol_flash"] = loadfx ("weapon/muzzleflashes/pistolflash");
// smoke fx used for spotting targets
level._effect["target_smoke"] = loadfx ("env/smoke/fx_smoke_ground_marker_green_w");
// aaa muzzle flash
level._effect["aaa_tracer"] = loadfx ("Weapon/Tracer/fx_tracer_jap_tripple25_projectile");
// aaa muzzle flash
level._effect["plane_crashing"] = loadfx ("trail/fx_trail_plane_smoke_fire_damage");
// burning trees
level._effect["palms01"] = loadfx ("maps/pel1/fx_foliage_snapped_palms01");
level._effect["palms04"] = loadfx ("maps/pel1/fx_foliage_snapped_palms04");
level._effect["palms04a"] = loadfx ("maps/pel1/fx_foliage_snapped_palms04a");
level._effect["palms04b"] = loadfx ("maps/pel1/fx_foliage_snapped_palms04b");
level._effect["palms04c"] = loadfx ("maps/pel1/fx_foliage_snapped_palms04c");
// lvt water splashes
level._effect["door_splash"] = loadfx ("vehicle/water/fx_lst_door_splash");
level._effect["exit_splash"] = loadfx ("vehicle/water/fx_lvt_lci_exit_splash");
level._effect["head_shot"] = loadfx ("impacts/flesh_hit_body_fatal_exit");
level._effect["palm_break"] = loadfx ("env/dirt/fx_dust_fol_palm_dust_burst");
// mortar team stuff
level.scr_sound["mortar_flash"] = "wpn_mortar_fire";
level._effect["mortar_flash"] = loadfx("weapon/mortar/fx_mortar_launch_w_trail");
// load it on the server as well
level._effect["side_smoke"] = loadfx("maps/pel1/fx_smokebank_beach_xxlg"); //-
// flak in the air
level._effect["air_flak"] = loadfx("weapon/flak/fx_flak_field_8k_dist");
// new bomb explos
level._effect["bomb_explo"] = loadfx("weapon/napalm/fx_napalmexp_tall_blk");
level.plane_bomb_fx[ "corsair" ] =level._effect["bomb_explo"];
// when guys get hit underwater
level._effect["uw_blood"] = loadfx("impacts/fx_flesh_hit_knife_uw");
// big bubbles
level._effect["splash_bubbles"] = loadfx("maps/sniper/fx_underwater_foam_bubbles_torso");
// underwater ai fx
level._effect["limb_bubbles"] = loadfx("bio/player/fx_underwater_bubbles_torso");
level._effect["torso_bubbles"] = loadfx("bio/player/fx_underwater_bubbles_torso");
//radio zort
level._effect["broken_radio_spark"] = loadfx("env/electrical/fx_elec_short_oneshot");
//sullivan death fx
level._effect["sullivan_death_fx"] = loadfx("maps/pel1/fx_deathfx_sullivan");
level._effect["flesh_hit"] = loadFX( "impacts/flesh_hit" );
//LVT wake
//vehicle/water/fx_wake_lvt_churn.efx
//////////////////////////////////////////////////////////////////////////////////////
///////////////////////BARRYS SECTION ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////
level._effect["a_smoke_plume_xlg_slow_blk"] = loadfx ("env/smoke/fx_smoke_plume_xlg_slow_blk");
level._effect["a_smoke_plume_xlg_slow_blk_tall"] = loadfx ("env/smoke/fx_smoke_plume_xlg_slow_blk_tall_w");
level._effect["a_smk_column_lg_blk"] = loadfx ("env/smoke/fx_smk_column_lg_blk");
level._effect["smoke_rolling_thick"] = loadfx ("maps/pel1/fx_smoke_rolling_thick");
level._effect["smoke_rolling_thick2"] = loadfx ("maps/pel1/fx_smoke_rolling_thick2");
level._effect["lingering_cliff_smoke_w"] = loadfx ("env/smoke/fx_smoke_artillery_barrage_w");
level._effect["smoke_impact_smolder"] = loadfx ("maps/pel1/fx_smoke_crater_w");
level._effect["player_water_blood_cloud"] = loadfx ("env/water/fx_water_blood_cloud_player");
level._effect["med_water_blood_cloud"] = loadfx ("env/water/fx_water_blood_cloud_256x256");
level._effect["large_water_blood_cloud"] = loadfx ("env/water/fx_water_blood_cloud_512x512");
level._effect["xlarge_water_blood_cloud"] = loadfx ("env/water/fx_water_blood_cloud_1024x1024");
level._effect["detail_fire"] = loadfx ("env/fire/fx_fire_rubble_detail");
level._effect["small_fire"] = loadfx ("env/fire/fx_fire_smoke_tree_brush_small_w");
level._effect["med_fire"] = loadfx ("env/fire/fx_fire_smoke_tree_brush_med_w");
level._effect["trunk_fire"] = loadfx ("env/fire/fx_fire_smoke_tree_trunk_med_w");
level._effect["bunker_dust"] = loadfx ("maps/pel1/fx_bunker_dust_ceiling_impact");
level._effect["bunker_dust_ambient"] = loadfx ("maps/pel1/fx_bunker_dust_ceiling_impact_ambient");
level._effect["godray_small"] = loadfx ("env/light/fx_ray_sun_small");
level._effect["godray_small_short"] = loadfx ("maps/pel1/fx_godray_small_short");
level._effect["godray_small_short2"] = loadfx ("maps/pel1/fx_godray_small_short2");
level._effect["tide_splash_small"] = loadfx ("env/water/fx_water_splash_tide_small");
level._effect["tide_splash_med"] = loadfx ("env/water/fx_water_splash_tide_med");
level._effect["tide_splash_large"] = loadfx ("env/water/fx_water_splash_tide_lrg");
level._effect["ash_and_embers"] = loadfx ("env/fire/fx_tree_fire_ash_embers");
level._effect["large_fire_distant"] = loadfx ("env/fire/fx_fire_large_distant");
level._effect["xlarge_fire_distant"] = loadfx ("env/fire/fx_fire_xlarge_distant");
level._effect["heat_haze_medium"] = loadfx ("maps/pel1/fx_heathaze_md");
level._effect["ash_cloud_1"] = loadfx ("maps/pel1/fx_ash_cloud");
level._effect["dust_kick_up_emitter"] = loadfx ("maps/pel1/fx_dust_kick_up_emitter");
level._effect["dust_ambiance_tunnel"] = loadfx ("maps/pel1/fx_dust_ambiance_tunnel");
}
spawnFX()
{
maps\createfx\pel1_fx::main();
}