258 lines
7.1 KiB
Text
258 lines
7.1 KiB
Text
#include maps\_utility;
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#include maps\_ambientpackage;
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main()
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{
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//Set up Ambient Rooms and Packages
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//************************************************************************************************
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// Ambient Packages
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//************************************************************************************************
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//***************
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//pel1_atsea
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//***************
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package = "pel1_atsea";
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declareAmbientPackage( package );
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//addAmbientElement( package, "amb_seagull", 8, 15, 200, 1500 );
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//***************
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//pel1_outdoors
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//***************
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//package = "pel1_outdoors";
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declareAmbientPackage( "pel1_outdoors" );
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addAmbientElement( "pel1_outdoors", "amb_bugs_other", 8, 15, 25, 110 );
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addAmbientElement( "pel1_outdoors", "amb_bugs_cicada", 35, 45, 50, 120 );
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addAmbientElement( "pel1_outdoors", "amb_seagull", 15, 30, 500, 1500 );
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addAmbientElement( "pel1_outdoors", "amb_mosquito", 15, 30 );
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addAmbientElement( "pel1_outdoors", "amb_flies", 10, 20, 10, 110);
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addAmbientElement( "pel1_outdoors", "amb_bugs_other", 8, 15, 25, 510 );
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addAmbientElement( "pel1_outdoors", "amb_bugs_cicada", 15, 35, 50, 1220 );
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addAmbientElement( "pel1_outdoors", "amb_odd_bug", 5, 20,100, 300 );
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//***************
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//pel1_bunker
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//***************
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package = "pel1_bunker";
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declareAmbientPackage( package );
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//addAmbientElement( package, "amb_seagull", 10, 20, 10, 150 );
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//addAmbientElement( package, "amb_water_drips", 0.4, 6.0, 10, 25);
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addAmbientElement( package, "amb_mosquito", 15, 30 );
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addAmbientElement( package, "amb_flies", 10, 20, 10, 110);
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addAmbientElement( package, "amb_wood_creak", 5, 20,100, 300 );
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addAmbientElement( package, "amb_sand_fall", 5, 20,100, 300 );
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addAmbientElement( package, "bomb_far_falloff_occluded", 2, 10,1000, 4500);
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//***************
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//pel1_wd_bunker (Wooden Bunker)
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//***************
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package = "pel1_wd_bunker";
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declareAmbientPackage( package );
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addAmbientElement( package, "amb_seagull", 10, 20, 10, 150 );
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addAmbientElement( package, "amb_water_drips", 0.4, 6.0, 10, 25);
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//***************
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//pel1_underground (caveish area)
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//***************
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package = "pel1_underground";
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declareAmbientPackage( package );
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addAmbientElement( package, "amb_mosquito", 20, 40 );
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addAmbientElement( package, "amb_flies", 10, 20, 50, 410);
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addAmbientElement( package, "amb_wood_creak", 5, 10,100, 500 );
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addAmbientElement( package, "amb_sand_fall", 2, 15, 100, 500 );
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addAmbientElement( package, "amb_wood_dust", 2, 10, 10, 150 );
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//***************
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//pel1_metal_cone (caveish area)
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//***************
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package = "pel1_metal_cone";
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declareAmbientPackage( package );
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addAmbientElement( package, "amb_water_drips", 0.4, 6.0, 10, 25);
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//***************
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//pel1_concrete_bldg
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//***************
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package = "pel1_concrete_bldg";
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declareAmbientPackage( package );
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addAmbientElement( package, "amb_seagull", 10, 20, 10, 150 );
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//************************************************************************************************
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// ROOMS
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//************************************************************************************************
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//***************
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//pel1_atsea
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//***************
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room = "pel1_atsea";
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declareAmbientRoom( room );
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setAmbientRoomTone( room, "bgt_wind_atsea" );
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//***************
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//pel1_Outdoors
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//***************
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room = "pel1_outdoors";
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declareAmbientRoom( room );
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setAmbientRoomTone( room, "bgt_wind_land" );
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//***************
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//pel1_bunker (Bunker)
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//***************
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room = "pel1_bunker";
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declareAmbientRoom( room );
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setAmbientRoomTone( room, "bgt_wind_interior" );
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//***************
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//pel1_wd_bunker (Wooden Bunker)
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//***************
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room = "pel1_wd_bunker";
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declareAmbientRoom( room );
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setAmbientRoomTone( room, "bgt_wind_interior" );
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//***************
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//pel1_underground (caveish area)
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//***************
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room = "pel1_underground";
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declareAmbientRoom( room );
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setAmbientRoomTone( room, "bgt_wind_interior" );
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//***************
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//pel1_concrete_bldg
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//***************
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room = "pel1_concrete_bldg";
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declareAmbientRoom( room );
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setAmbientRoomTone( room, "bgt_wind_interior" );
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//***************
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//pel1_metal_cone (caveish area)
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//***************
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//room = "pel1_metal_cone";
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declareAmbientRoom( "pel1_metal_cone" );
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setAmbientRoomTone( "pel1_metal_cone", "bgt_wind_interior" );
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//************************************************************************************************
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// ACTIVATE DEFAULT AMBIENT SETTINGS
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//************************************************************************************************
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activateAmbientPackage( "pel1_outdoors", 0 );
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activateAmbientRoom( "pel1_outdoors", 0 );
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//*************************************************************************************************
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// START SCRIPTS
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//*************************************************************************************************
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// level thread start_intro_music();
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level thread play_plane_audio_plane1();
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// level thread play_fake_japanese_battlechatter();
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}
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//************************************************************************************************
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// OTHER AUDIO FUNCTIONS
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//************************************************************************************************
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start_intro_music()
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{
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wait (0.3);
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musicplay("MX_EndTheme");
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}
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play_plane_audio_plane1()
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{
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level waittill("spawnvehiclegroup6");
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wait(2);
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planes = getentarray("auto4825" ,"targetname");
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for (i = 0; i < planes.size; i++)
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{
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planes[i] thread play_plane_sound();
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}
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}
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play_plane_sound()
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{
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// CODER_MOD - JamesS, script_noteworthy not defined sometimes
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if( !IsDefined(self.script_noteworthy) )
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{
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return;
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}
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else if (self.script_noteworthy == "corsair")
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{
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self playsound("pel1a_corsair_by");
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}
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else if (self.script_noteworthy == "zero")
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{
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self playsound("pel1a_zero_by");
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}
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/*
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plane1 = getent("corsair_1" ,"targetname");
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plane1 playsound("pel1a_corsair_by");
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plane2 = getent("zero_1" ,"targetname");
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plane2 playsound("pel1a_zero_by");
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*/
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}
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play_fake_japanese_battlechatter()
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{
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wait (4);
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while (1)
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{
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level endon ("player_win");
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// get all all the allies
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ai = getaiarray("axis");
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// grab a random guy from the array of allies
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ent = ai[randomint(ai.size)];
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// if he dead or not around anymore, start back at the top of this loop and try again
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// in half a second
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if (!isalive (ent) || !isdefined(ent) || (isdefined(ent.isplaying_fake_bc) && ent.isplaying_fake_bc == true))
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{
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wait 0.5;
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continue;
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}
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num_battle_chatters = 24; // number of possible battle chatters
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randomizer = randomintrange(1, num_battle_chatters);
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ent playsound("fake_jbc_" + randomizer, "sound_done");
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ent.isplaying_fake_bc = true;
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ent waittill("sound_done");
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if (isalive(ent) && isdefined(ent))
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{
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ent.isplaying_fake_bc = false;
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}
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wait(1); // hard wait of 1
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wait (randomintrange (1,3)); // extra random wait
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}
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}
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