cod5-sdk/raw/maps/hol1_amb.gsc
2008-11-20 00:00:00 +00:00

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// Ambients Level File
#include maps\_utility;
#include maps\_ambientpackage;
main()
{
// fog effects - need intense tweaking
level.fog_r = 0.375;
level.fog_g = 0.408;
level.fog_b = 0.389;
// normal fog. Close to player
level.fog_normal_near = 0;
level.fog_normal_mid = 800;
level.fog_normal_height_mid = 600;
level.fog_normal_height_ground = 0;
level.fog_transition = 2;
// culling
level.cull_distance = 5000;
set_fog_culling( level.fog_normal_near, level.fog_normal_mid, level.fog_normal_height_ground, level.cull_distance );
// more points of adjustments to come
//************************************************************************************************
// 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>
//***************
//Hol1_Outdoors
//***************
declareAmbientPackage( "hol1_outdoors_pkg" );
addAmbientElement( "hol1_outdoors_pkg", "snow_flakes", .1, .2, 100, 500);
addAmbientElement( "hol1_outdoors_pkg", "bomb_far", 2, 15, 10, 200 );
//***************
//Hol1_Outdoors
//***************
declareAmbientPackage( "hol1_outdoors_pkg" );
addAmbientElement( "hol1_outdoors_pkg", "snow_flakes", .1, .2, 100, 500);
addAmbientElement( "hol1_outdoors_pkg", "bomb_far", 2, 15, 10, 200 );
//***************
//Hol1_Building_Interrior
//***************
declareAmbientPackage( "hol1_stone_room_pkg" );
addAmbientElement( "hol1_stone_room_pkg", "amb_stone_small", 10, 20, 100, 200);
addAmbientElement( "hol1_stone_room_pkg", "bomb_far", 2, 15, 10, 200 );
addAmbientElement( "hol1_stone_room_pkg", "bomb_medium", 15, 30, 100, 500 );
declareAmbientPackage( "hol1_wood_room_pkg" );
addAmbientElement( "hol1_wood_room_pkg", "amb_wood_small", 10, 20, 100, 200);
addAmbientElement( "hol1_wood_room_pkg", "amb_wood_boards", 20, 40, 100, 500);
addAmbientElement( "hol1_wood_room_pkg", "amb_wood_creak", 20, 40, 100, 500);
addAmbientElement( "hol1_wood_room_pkg", "bomb_far", 2, 15, 10, 200 );
addAmbientElement( "hol1_wood_room_pkg", "bomb_medium", 15, 30, 100, 500 );
//***************
//Hol1_Asylum
//***************
declareAmbientPackage( "ber1_asylum_pkg" );
addAmbientElement( "ber1_asylum_pkg", "amb_rodents", 5, 35, 100, 500 );
//***************
//Hol1_Tunnel
//***************
declareAmbientPackage( "hol1_tunnel_pkg" );
addAmbientElement( "hol1_tunnel_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
//***************
//Hol1_Outdoors
//***************
declareAmbientRoom( "hol1_outdoors_room" );
setAmbientRoomTone( "hol1_outdoors_room", "outdoor_wind" );
setAmbientRoomReverb( "hol1_outdoors_room", "paddedcell", 0.8, 1 );
//***************
//Hol1_Outdoors
//***************
declareAmbientRoom( "hol1_outdoors_windy" );
setAmbientRoomTone( "hol1_outdoors_windy", "outdoor_windy" );
setAmbientRoomReverb( "hol1_outdoors_windy", "paddedcell", 0.8, 1 );
//***************
//Hol1_Building_Interrior
//***************
declareAmbientRoom( "hol1_closed_room" );
setAmbientRoomTone( "hol1_closed_room", "closed_room_wind" );
declareAmbientRoom( "hol1_partial_room" );
setAmbientRoomTone( "hol1_partial_room", "heater_room" );
//***************
//Hol1_Asylum
//***************
declareAmbientRoom( "ber1_asylum" );
setAmbientRoomTone( "ber1_asylum", "asylum_wind" );
//***************
//Hol1_Tunnel
//***************
declareAmbientRoom( "hol1_tunnel" );
setAmbientRoomTone( "hol1_tunnel", "train_station_wind" );
//************************************************************************************************
// ACTIVATE DEFAULT AMBIENT SETTINGS
//************************************************************************************************
players = get_players();
if( !IsDefined( players[0] ) )
{
level waittill( "first_player_ready" );
}
wait (1);
activateAmbientPackage( "hol1_outdoors_pkg", 0 );
activateAmbientRoom( "hol1_outdoors_room", 0 );
//*************************************************************************************************
// START SCRIPTS
//*************************************************************************************************
//pull
//Start_Intro_Music();
level thread start_jeep_hack();
level thread play_siren();
}
//************************************************************************************************
// OTHER AUDIO FUNCTIONS
//************************************************************************************************
//Start_Intro_Music()
//{
// musicplay("MX_Intro", 0);
//}
//********************************************************************************************************
start_jeep_hack()
{
//audio_additional
engine_on = getent ("audio_engine_origin","targetname");
idle = getent("audio_idle_origin", "targetname");
engine_off = getent("audio_stopengine", "targetname");
level endon("player_outta_car");
while(1)
{
level waittill ("audio_engine_on");
engine_off playsound ("start_hack");
engine_on playloopsound("jeep_engine_low_hack");
idle stoploopsound();
level waittill ("audio_engine_off");
engine_off playsound ("stop_hack");
engine_on stoploopsound();
idle playloopsound("jeep_idle_low_hack");
}
}
play_siren()
{
klaxxon_close = getent ("audio_klaxxon_origin_a","targetname");
pa = getent ("audio_klaxxon_origin_b", "targetname");
level waittill("sound_alarm");
klaxxon_close playloopsound("klaxxon_close");
pa playsound("german_pa");
}
event1()
{
level endon( "event1_ends" );
}
event2()
{
level endon( "event2_ends" );
}
set_fog_culling( near, mid, base, cull_dist )
{
level.fog_normal_near = near;
level.fog_normal_mid = mid;
level.fog_normal_height_ground = base;
level.cull_distance = cull_dist;
setVolFog( near, mid, level.fog_normal_height_mid, base, level.fog_r, level.fog_g, level.fog_b, level.fog_transition );
setculldist( cull_dist );
}