cod5-sdk/raw/maps/ber1_amb.gsc
2008-11-20 00:00:00 +00:00

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// Ambients Level File
#include maps\_utility;
#include maps\_ambientpackage;
main()
{
//************************************************************************************************
// Ambient Packages
//************************************************************************************************
//declare an ambientpackage, and populate it with elements
//mandatory parameters are <package name>, <alias name>, <spawnMin>, <spawnMax>
//followed by optional parameters <distMin>, <distMax>, <angleMin>, <angleMax>
//***************
//Ber1_Outdoors
//***************
declareAmbientPackage( "ber1_outdoors_pkg" );
//addAmbientElement( "ber1_outdoors_pkg", "amb_stone_small", 10, 20, 100, 500);
//addAmbientElement( "ber1_outdoors_pkg", "amb_stone_med", 10, 20, 100,500);
//addAmbientElement( "ber1_outdoors_pkg", "bomb_far", 2, 15, 10, 200 );
//***************
//Ber1_Building_Interrior
//***************
declareAmbientPackage( "ber1_stone_room_pkg" );
addAmbientElement( "ber1_stone_room_pkg", "amb_stone_small", 10, 20, 100, 200);
addAmbientElement( "ber1_stone_room_pkg", "bomb_far", 2, 15, 10, 200 );
addAmbientElement( "ber1_stone_room_pkg", "bomb_medium", 15, 30, 100, 500 );
declareAmbientPackage( "ber1_wood_room_pkg" );
addAmbientElement( "ber1_wood_room_pkg", "amb_wood_small", 10, 20, 100, 200);
addAmbientElement( "ber1_wood_room_pkg", "amb_wood_boards", 20, 40, 100, 500);
addAmbientElement( "ber1_wood_room_pkg", "amb_wood_creak", 20, 40, 100, 500);
addAmbientElement( "ber1_wood_room_pkg", "bomb_far", 2, 15, 10, 200 );
addAmbientElement( "ber1_wood_room_pkg", "bomb_medium", 15, 30, 100, 500 );
//***************
//Ber1_Asylum
//***************
declareAmbientPackage( "ber1_asylum_pkg" );
addAmbientElement( "ber1_asylum_pkg", "amb_rodents", 5, 35, 100, 500 );
//***************
//Ber1_Train_Station
//***************
declareAmbientPackage( "ber1_train_station_pkg" );
addAmbientElement( "ber1_train_station_pkg", "amb_water_drips", 0.05, 0.8, 10, 100 );
//************************************************************************************************
// ROOMS
//************************************************************************************************
//explicitly activate the base ambientpackage, which is used when not touching any ambientPackageTriggers
//the other trigger based packages will be activated automatically when the player is touching them
//the same pattern is followed for setting up ambientRooms
//***************
//Ber1_Outdoors
//***************
declareAmbientRoom( "ber1_outdoors_room" );
//setAmbientRoomTone( "ber1_outdoors_room", "outdoor_wind" );
setAmbientRoomReverb( "ber1_outdoors_room", "Ber1", 1, 1 );
//***************
//Ber1_Building_Interrior
//***************
declareAmbientRoom( "ber1_closed_room" );
setAmbientRoomTone( "ber1_closed_room", "closed_room_wind" );
setAmbientRoomReverb( "ber1_closed_room", "cod_room", 1, 0.4 );
declareAmbientRoom( "ber1_partial_room" );
setAmbientRoomTone( "ber1_partial_room", "partial_room_wind" );
setAmbientRoomReverb( "ber1_partial_room", "cod_room", 1, 0.4 );
//***************
//Ber1_Asylum
//***************
declareAmbientRoom( "ber1_asylum" );
setAmbientRoomTone( "ber1_asylum", "asylum_wind" );
setAmbientRoomReverb( "ber1_asylum", "cod_room", 1, 0.4 );
//***************
//Ber1_Train_Station
//***************
declareAmbientRoom( "ber1_train_station" );
setAmbientRoomTone( "ber1_train_station", "train_station_wind" );
//************************************************************************************************
// ACTIVATE DEFAULT AMBIENT SETTINGS
//************************************************************************************************
activateAmbientPackage( "ber1_outdoors_pkg", 0 );
activateAmbientRoom( "ber1_outdoors_room", 0 );
//*************************************************************************************************
// START SCRIPTS
//*************************************************************************************************
//Start_Intro_Music();
//level thread play_bell_toll_sound();
//level thread play_stuka_flying();
//level thread play_il2_flying();
//level thread train_ride();
level thread play_music_box();
level thread play_children_chant();
//level thread play_insane_scream();
level thread playground();
level thread play_arty_sound();
level thread wall_fire();
}
//************************************************************************************************
// OTHER AUDIO FUNCTIONS
//************************************************************************************************
//Start_Intro_Music()
//{
// musicplay("MX_Intro", 0);
//}
wall_fire()
{
//wait 10;
level waittill( "first_player_ready" );
wait 5;
wall_fire = Spawn( "script_origin", (3400, 4400, -72) );
wall_fire playloopsound("wall_fire", 1);
}
play_bell_toll_sound()
{
level endon( "ber1_clock_shot" );
level waittill("ber1_bell_toll");
toll1 = getent("clock", "targetname");
toll1 playsound ("bell_toll1", "sound_done");
toll1 waittill("sound_done");
toll2 = getent("clock", "targetname");
toll2 playsound ("bell_toll2", "sound_done");
toll2 waittill("sound_done");
toll3 = getent("clock", "targetname");
toll3 playsound ("bell_toll3", "sound_done");
toll3 waittill("sound_done");
toll4 = getent("clock", "targetname");
toll4 playsound ("bell_toll4", "sound_done");
toll4 waittill("sound_done");
toll5 = getent("clock", "targetname");
toll5 playsound ("bell_toll5", "sound_done");
toll5 waittill("sound_done");
toll_end = getent("clock", "targetname");
toll_end playsound ("bell_toll_end", "sound_done");
toll_end waittill("sound_done");
}
play_music_box()
{
level waittill("music_box_on");
music_box = getent("music_box", "targetname");
music_box playloopsound("music_box");
level waittill("music_box_off");
music_box stoploopsound(.5);
music_box playsound("music_box_close");
wait 1;
music_box playsound("insane_laugh");
}
play_children_chant()
{
level waittill("music_box_on");
chant = getent("chant", "targetname");
chant playloopsound("child_chant");
level waittill("boy_scream_off");
chant stoploopsound(.5);
wait 1;
chant playsound("child_scream");
}
playground()
{
level waittill("playground_on");
playground = getent("playground", "targetname");
playground playloopsound("playground");
level waittill("playground_off");
playground stoploopsound(.5);
}
play_insane_scream()
{
level waittill("insane_scream");
insane_scream = getent("insane_scream", "targetname");
insane_scream playsound("insane_scream");
}
play_arty_sound()
{
level waittill("ber2_earthquake");
ber2_earthquake = getent("music_box", "targetname");
ber2_earthquake playsound ("art_int", "sound_done");
}
//play_stuka_flying()
//{
// level waittill("ber1_stuka_audio");
// stuka_fly = getent("stuka", "targetname");
// stuka_fly playsound("stuka_flyby");
//
//}
//play_il2_flying()
//{
// level waittill("ber1_stuka_audio");
// il2_fly = getent("il2", "targetname");
// il2_fly playsound("il2_flyby");
//
//}
/*
train_ride()
{
//wait(3);
//trigger = getent("train_ride", "targetname");
//rleft = getent("train_rear_left", "targetname");
//rright = getent("train_rear_right", "targetname");
//fleft = getent("train_front_left", "targetname");
//fright = getent("train_front_right", "targetname");
//trigger waittill("trigger");
playsoundatposition ("train_rear_left", (-10600,-2232, -856));
playsoundatposition ("train_rear_right", (-10568, -10792, -856));
playsoundatposition ("train_front_left", (2992, -32, -792));
playsoundatposition ("train_front_right", (3192, -10712, -792));
playsoundatposition ("train_front_center", (2096, -6736, -792));
}
*\
//radio_location = getent("audio_pa_origin","targetname");
//playsoundatposition ("village_music", radio_location.origin);