cod5-sdk/raw/maps/ber1_geo_fx.gsc
2008-11-20 00:00:00 +00:00

127 lines
No EOL
7.4 KiB
Text

// scripting by Bloodlust
// level design by BSouds
// sets up FX for Berlin 1
main()
{
maps\createart\ber1_art::main();//added by rich
thread vison_settings();//added by rich
level.mortar = loadfx("explosions/fx_mortarExp_dirt");
level._effect["fleshhit"] = loadfx("impacts/flesh_hit");
level._effect["headshot"] = loadfx("impacts/flesh_hit_head_fatal_exit");
level._effect["blood_splat"] = loadfx("maps/ber1/fx_flesh_execution_blood");
level._effect["one_squib"] = loadfx("impacts/fx_bullet_dirt_lg");
level._effect["distant_muzzleflash"] = loadfx("weapon/muzzleflashes/heavy");
level._effect["alley_wall_explode"] = loadfx("weapon/satchel/fx_satchel_concrete");
level._effect["bunker_explode"] = loadfx("maps/ber1/fx_mg_bunker_explosion_md");
level._effect["mg42_thru_door"] = loadfx("maps/ber1/fx_doors_destroyed_bullets");
level._effect["flatcar_explode"] = loadfx("maps/ber1/fx_train_flatbed_explosion");
level._effect["tankercar_explode"] = loadfx("maps/ber1/fx_traincar_fuel_explosion_lg");
level._effect["mg_nest_explode"] = loadfx("maps/ber1/fx_sandbag_exp_trainyard");
level._effect["shockwave"] = loadfx("maps/ber1/fx_exp_shock_blast");
level._effect["stuka_hit"] = loadfx("vehicle/vexplosion/fx_Vexplode_generic_sm");
level._effect["stuka_smoke_trail"] = loadfx("trail/fx_trail_plane_smoke_fire_damage");
level._effect["stuka_explode"] = loadfx("vehicle/vexplosion/fx_Vexplode_stuka_crash_ground");
level._effect["stuka_impact"] = loadfx("vehicle/vexplosion/fx_Vexplode_stuka_crash_ground");
level._effect["stuka_building_collapse"] = loadfx("maps/ber1/fx_building_stuka_collapse");
level._effect["rocket_launch"] = loadfx("weapon/muzzleflashes/fx_rocket_katyusha_launch");
level._effect["rocket_trail"] = loadfx("weapon/rocket/fx_rocket_katyusha_geotrail");
level._effect["rocket_explode"] = loadfx("maps/ber1/fx_exp_katyusha_barrage");
level._effect["rocket_explode_far"] = loadfx("maps/ber1/fx_exp_katyusha_barrage_far");
level._effect["shreck_explode"] = loadfx("explosions/default_explosion");
level._effect["shreck_trail"] = loadfx("weapon/rocket/fx_lci_rocket_geotrail");
level._effect["barrage_aftermath"] = loadfx("maps/ber1/fx_rocket_katusha_aftermath");
level._effect["smokenade"] = loadfx("weapon/grenade/fx_smoke_grenade_generic");
level._effect["impactdust"] = loadfx("explosions/tank_impact_dirt");
level._effect["transformer_explode"] = loadfx("env/electrical/fx_elec_wire_spark_huge_burst");
level._effect["transformer_sparks"] = loadfx("env/electrical/fx_elec_tranformer_sparks");
level._effect["wire_sparks"] = loadfx("env/electrical/fx_elec_wire_sparks");
level._effect["wire_sparks_burst"] = loadfx("env/electrical/fx_elec_wire_spark_burst");
level._effect["chimney_collapse"] = loadfx("maps/ber1/fx_chimney_collapse");
level._effect["intro_house_collapse"] = loadfx("maps/ber1/fx_house_artillery_collapse");
level._effect["office_collapse"] = loadfx("maps/ber1/fx_building_artillery_collapse");
level._effect["clock_impact"] = loadfx("maps/ber1/fx_clock_fall_impact");
level._effect["tank_damage"] = loadfx("vehicle/vfire/vsmoke_t34_engine");
level._effect["tank_thru_wall"] = loadfx("maps/ber1/fx_tank_wall_damage_dust");
level._effect["tank_thru_cafe_wall"] = loadfx("maps/ber1/fx_tank_wall_topple");
level._effect["asylum_gate_explode"] = loadfx("maps/ber1/fx_exp_gate_debris");
level._effect["asylum_wall_explode"] = loadfx("maps/ber1/fx_exp_wall_debris");
level._effect["train_exhaust_smoke"] = loadfx("vehicle/exhaust/fx_exhaust_train_smoke");
level._effect["train_exhaust_steam"] = loadfx("vehicle/exhaust/fx_exhaust_train_steam");
level._effect["train_smoke_trail_fx"] = loadfx("maps/ber1/fx_smk_train_wheel_amb");
level._effect["train_wheel_steam"] = loadfx("vehicle/exhaust/fx_exhaust_train_wheel_steam");
level._effect["train_sun_rays"] = loadfx("maps/ber1/fx_ray_sun_med_traincar");
maps\createfx\ber1_fx::main();
precacheshellshock("teargas");
precacheshader("black");
//////////////////////////////////////////////////////////////////////////////////////
///////////////////////BARRY'S SECTION //////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////
level._effect["smoke_hallway_thick_dark"] = loadfx ("env/smoke/fx_smoke_hall_ceiling_600");
level._effect["smoke_hallway_faint_dark"] = loadfx ("env/smoke/fx_smoke_hallway_faint_dark");
level._effect["smoke_window_out"] = loadfx ("env/smoke/fx_smoke_door_top_exit_drk");
level._effect["smoke_plume_xlg_slow_blk"] = loadfx ("env/smoke/fx_smoke_plume_xlg_slow_blk");
level._effect["smoke_plume_sm_fast_blk_w"] = loadfx ("env/smoke/fx_smoke_plume_sm_fast_blk_w");
level._effect["smoke_plume_md_slow_def"] = loadfx ("env/smoke/fx_smoke_plume_md_slow_def");
level._effect["smoke_plume_lg_slow_def"] = loadfx ("env/smoke/fx_smoke_plume_lg_slow_def");
level._effect["brush_smoke_smolder_sm"] = loadfx ("env/smoke/fx_smoke_brush_smolder_md");
level._effect["smoke_bank"] = 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_impact_smolder_w"] = loadfx ("env/smoke/fx_smoke_crater_w");
level._effect["brush_smolder_w"] = loadfx ("env/fire/fx_fire_brush_smolder_md");
level._effect["brush_fire_smolder_sm"] = loadfx ("env/fire/fx_fire_brush_smolder_sm");
level._effect["fire_static_small"] = loadfx ("env/fire/fx_static_fire_sm_ndlight");
level._effect["fire_static_blk_smk"] = loadfx ("env/fire/fx_static_fire_md_ndlight");
level._effect["dlight_fire_glow"] = loadfx ("env/light/fx_dlight_fire_glow");
level._effect["fire_blown_pm"] = loadfx ("env/fire/fx_fire_barrel_pm");
level._effect["fire_window"] = loadfx ("env/fire/fx_fire_win_nsmk_0x35y50z");
level._effect["fire_wall_100_150"] = loadfx ("env/fire/fx_fire_wall_smk_0x100y155z");
level._effect["car_fire_large"] = loadfx ("env/fire/fx_fire_blown_md_blk_smk");
level._effect["bldg_fire_medium"] = loadfx ("env/fire/fx_fire_blown_md_light_blk_smk");
level._effect["fire_tree"] = loadfx ("env/fire/fx_fire_smoke_tree_trunk_med");
level._effect["fire_smoke_med"] = loadfx("env/fire/fx_fire_smoke_house_wood_med");
level._effect["fire_xlarge_distant"] = loadfx ("env/fire/fx_fire_xlarge_distant");
level._effect["falling_lf_elm"] = loadfx("env/foliage/fx_leaves_fall_elm");
level._effect["debris_paper_falling"] = loadfx ("maps/ber3/fx_debris_papers_falling");
level._effect["ash_and_embers"] = loadfx ("env/fire/fx_ash_embers_light");
level._effect["water_leak_runner"] = loadfx ("env/water/fx_water_leak_runner_100");
}
//////////////////////////////////////////////////////////////////////////////////////
///////////////////////Rich'S SECTION ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////
vison_settings()//calls the default fog and vision settings
{
VisionSetNaked( "ber1_default", 1 );
setVolFog(343.302, 2986.33, 116.318, -392.213, 0.804454, 0.714666, 0.609986, 0);
}