cod5-sdk/raw/maps/pel1a_fx.gsc

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#include maps\_utility;
main()
{
precache_ambient_fx();
precache_global_fx();
precache_event1_fx();
// Spawn the ambient effects
maps\createfx\pel1a_fx::main();
maps\createart\pel1a_art::main();
//VisionSetNaked("pel1",1);
// setVolFog(100, 5500, 0, 3000, 0.4, 0.45, 0.47, 0);
thread wind_settings();
}
// Global Wind Settings
wind_settings()
{
// These values are supposed to be in inches per second.
SetSavedDvar( "wind_global_vector", "-178 140 0" );
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.
}
precache_ambient_fx()
{
//////////////////////////////////////////////////////////////////////////////////////
///////////////////////BARRYS 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["smoke_plume_xlg_slow_blk_w"] = loadfx ("env/smoke/fx_smoke_plume_xlg_slow_blk_w");
//level._effect["smoke_plume_lg_low_gry_w"] = loadfx ("env/smoke/fx_smoke_plume_md_low_gry_w");
level._effect["smoke_impact_smolder_w"] = loadfx ("env/smoke/fx_smoke_crater_w");
level._effect["battlefield_smokebank_lg_white_w"] = loadfx ("env/smoke/fx_battlefield_smokebank_ling_lg_w");
level._effect["battlefield_smokebank_sm_tan_w"] = loadfx ("env/smoke/fx_battlefield_smokebank_ling_sm_w");
level._effect["smoke_plume_sm_fast_blk_w"] = loadfx ("env/smoke/fx_smoke_plume_sm_fast_blk_w");
level._effect["smoke_xsm_detail_slow_gry_w"] = loadfx ("env/smoke/fx_smoke_plume_xsm_detail_slow_gry_w");
level._effect["fire_blown_md_blk_smk_w"] = loadfx ("env/fire/fx_fire_blown_md_blk_smk_w");
level._effect["small_fire_w"] = loadfx ("env/fire/fx_fire_smoke_tree_brush_small_w");
level._effect["tree_fire_w"] = loadfx ("env/fire/fx_fire_smoke_tree_trunk_med_w");
level._effect["detail_fire"] = loadfx ("env/fire/fx_fire_smoke_tree_brush_detail");
level._effect["bunker_dust_ceiling_ambient"] = loadfx ("maps/pel1/fx_bunker_dust_ceiling_impact_ambient");
level._effect["godray_lg"] = loadfx ("env/light/fx_ray_sun_lrg");
level._effect["godray_med"] = loadfx ("env/light/fx_ray_sun_med");
level._effect["smoke_impact_smolder"] = loadfx ("maps/pel1a/fx_smoke_crater_w");
level._effect["smoke_rolling_thick"] = loadfx ("maps/pel1a/fx_smoke_rolling_thick");
level._effect["smoke_rolling_thick2"] = loadfx ("maps/pel1a/fx_smoke_rolling_thick2");
level._effect["detail_fire"] = loadfx ("maps/pel1a/fx_fire_detail");
level._effect["godray_small_short"] = loadfx ("maps/pel1a/fx_godray_small_short");
level._effect["godray_large_short"] = loadfx ("maps/pel1a/fx_godray_large_short");
level._effect["godray_small_short2"] = loadfx ("maps/pel1a/fx_godray_small_short2");
level._effect["heat_haze_medium"] = loadfx ("maps/pel1a/fx_heathaze_md");
level._effect["dust_kick_up_emitter"] = loadfx ("maps/pel1a/fx_dust_kick_up_emitter");
level._effect["dust_ambiance_tunnel"] = loadfx ("maps/pel1a/fx_dust_ambiance_tunnel");
level._effect["bomb_explosion"] = loadfx ("weapon/napalm/fx_napalmExp_lg_blk_smk_01");
level._effect["fall_out_fx"] = loadfx("maps/mak/fx_dust_and_leaves_kickup_small");
level._effect["sniper_leaf_loop"] = loadfx("destructibles/fx_dest_tree_palm_snipe_leaf01");
level._effect["sniper_leaf_canned"] = loadfx("destructibles/fx_dest_tree_palm_snipe_leaf02");
}
// Load some basic FX to play around with.
precache_global_fx()
{
// For bloddy death
level._effect["flesh_hit"] = LoadFX( "impacts/flesh_hit" );
// 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" );
// Mortar section
maps\_mortar::set_mortar_delays( "dirt_mortar", 2, 5 );
maps\_mortar::set_mortar_range( "dirt_mortar", 500, 5000 );
level._effectType["dirt_mortar"] = "mortar";
level._effect["dirt_mortar"] = LoadFx( "weapon/mortar/fx_mortar_exp_dirt_medium" );
// Ceiling Dust for the dynamic mortars
maps\_mortar::set_mortar_dust( "dirt_mortar", "ceiling_dust" );
level._effect["ceiling_dust"] = LoadFx("env/dirt/fx_dust_ceiling_impact_md_rocks");
// Muzzleflash for the big artillery piece
level._effect["model3_muzzle"] = LoadFx("weapon/artillery/fx_artillery_jap_200mm");
// Mortar muzzleflash when they launch a mortar
level._effect["mortar_flash"] = LoadFx( "weapon/mortar/fx_mortar_launch" );
level.scr_sound["mortar_flash"] ="wpn_mortar_fire";
// Tincan explosion
level._effect["mg_tincan_explosion"] = LoadFx( "maps/pel1/fx_metal_bunker_upward_explosion" );
level._effect["mg_tunnel_explosion"] = LoadFx( "env/fire/fx_fire_outward_burst" );
}
precache_event1_fx()
{
// Plane explosion
level._effect["plane_explosion"] = LoadFx( "vehicle/vexplosion/fx_Vexplode_plane_lg_mid_air" );
level._effect["plane_trail"] = LoadFx( "trail/fx_trail_plane_smoke_fire_damage_long" );
level._effect["plane_ground_explosion"] = LoadFx( "vehicle/vexplosion/fx_Vexplode_stuka_crash_ground" );
}