304 lines
13 KiB
Text
304 lines
13 KiB
Text
#include maps\_utility;
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main()
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{
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maps\createart\pel1_art::main();
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precacheFX();
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spawnFX();
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thread fog_settings();
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thread vision_settings();
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thread wind_settings();
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thread water_settings();
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thread view_settings();
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}
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view_settings()
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{
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setsaveddvar("r_motionblur_enable", 1);
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setsaveddvar("r_motionblur_positionFactor", 0.35);
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setsaveddvar("r_motionblur_directionFactor", .2);
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maps\createart\pel1_art::main();
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}
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vision_settings()
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{
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wait 1;
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set_all_players_visionset( "pel1_intro", 1 );
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// VisionSetNaked("pel1_intro",1);
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wait 5;
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level waittill ("lst doors opened");
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set_all_players_visionset( "pel1", 3 );
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// VisionSetNaked("pel1",3);
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}
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set_outro_vision()
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{
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set_all_players_visionset( "pel1_intro", 1 );
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// VisionSetNaked("pel1_intro",1);
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}
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fog_settings()
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{
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start_dist = 814;
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halfway_dist = 1763;
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halfway_height = 541;
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base_height = -451;
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red = 0.50;
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green = 0.613;
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blue = 0.657;
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trans_time = 0;
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if( IsSplitScreen() )
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{
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halfway_height = 10000;
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cull_dist = 2000;
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set_splitscreen_fog( start_dist, halfway_dist, halfway_height, base_height, red, green, blue, trans_time, cull_dist );
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}
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else
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{
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// per craig and collin
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//setVolFog(1000, 7500, 0, 3000, 0.4, 0.45, 0.47, 0.0);
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level waittill ("do aftermath");
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setVolFog(100, 5500, 0, 3000, 0.4, 0.45, 0.47, 10.0);
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}
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}
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// Global Wind Settings
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wind_settings()
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{
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// These values are supposed to be in inches per second.
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SetSavedDvar( "wind_global_vector", "-178 140 0" ); // 71.69 inches per second or about 4mph
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SetSavedDvar( "wind_global_low_altitude", -500 );
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SetSavedDvar( "wind_global_hi_altitude", 1600 );
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SetSavedDvar( "wind_global_low_strength_percent", 0.2 );
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// Add a while loop to vary the strength of the wind over time.
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}
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water_settings()
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{
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//-- All of these values were borrowed from Pel1
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/* Water Dvars Default Values What They Do
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======================== ============== ================================
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r_watersim_enabled default=true Enables dynamic water simulation
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r_watersim_debug default=false Enables bullet debug markers
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r_watersim_flatten default=false Flattens the water surface out
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r_watersim_waveSeedDelay default=500.0 Time between seeding a new wave (ms)
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r_watersim_curlAmount default=0.5 Amount of curl applied
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r_watersim_curlMax default=0.4 Maximum curl limit
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r_watersim_curlReduce default=0.95 Amount curl gets reduced by when over limit
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r_watersim_minShoreHeight default=0.04 Allows water to lap over the shoreline edge
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r_watersim_foamAppear default=20.0 Rate foam appears at
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r_watersim_foamDisappear default=0.78 Rate foam disappears at
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r_watersim_windAmount default=0.02 Amount of wind applied
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r_watersim_windDir default=45.0 Wind direction (degrees)
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r_watersim_windMax default=0.4 Maximum wind limit
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r_watersim_particleGravity default=0.03 Particle gravity
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r_watersim_particleLimit default=2.5 Limit at which particles get spawned
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r_watersim_particleLength default=0.03 Length of each particle
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r_watersim_particleWidth default=2.0 Width of each particle
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*/
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SetDvar( "r_watersim_waveSeedDelay", 100.0 );
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SetDvar( "r_watersim_curlAmount", 0.18 );
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SetDvar( "r_watersim_curlMax", 0.2 );
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SetDvar( "r_watersim_curlReduce", 0.95 );
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SetDvar( "r_watersim_minShoreHeight", 0.04 );
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SetDvar( "r_watersim_foamAppear", 20.0 );
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SetDvar( "r_watersim_foamDisappear", 0.45 );
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SetDvar( "r_watersim_windAmount", 0.026 );
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SetDvar( "r_watersim_windDir", 75 );
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SetDvar( "r_watersim_windMax", 1.96 );
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SetDvar( "r_watersim_particleGravity", 0.03 );
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SetDvar( "r_watersim_particleLimit", 2.5 );
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SetDvar( "r_watersim_particleLength", 0.03 );
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SetDvar( "r_watersim_particleWidth", 2.0 );
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}
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// Load some basic FX to play around with.
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precacheFX()
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{
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//level._effect["smoke_screen1"] = loadfx("env/smoke/fx_battlefield_beach_smokebank_ling_lg");
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level._effectType["dirt_mortar"] = "mortar";
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level._effect["dirt_mortar"] = loadfx("explosions/fx_mortarExp_dirt");
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level._effectType["water_mortar"] = "mortar_water";
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level._effect["water_mortar"] = loadfx("explosions/mortarExp_water");
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level._effectType["beach_mortar_water"] = "mortar_water";
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level._effect["beach_mortar_water"] = loadfx("explosions/mortarExp_water");
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// bunker door explodes
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level._effect["bunker_door_charge"] = loadfx("explosions/large_vehicle_explosion");
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//LCI rocket explode
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level._effect["lci_rocket_impact"] = loadfx("weapon/rocket/fx_LCI_rocket_explosion_beach");
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// level._effect["lci_rocket_impact_dummy"] = loadfx("weapon/rocket/fx_LCI_rocket_explosion_beach_dummy");
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// lvt door open
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// level._effect["lvt_door_open_dirt"] = loadfx("maps/pel1/fx_lvt_door_open_spray_dirt");
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// level._effect["lvt_door_open_water"] = loadfx("maps/pel1/fx_lvt_door_open_spray_water");
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//
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// jeep explosion
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level._effect["jeep_explode"] = loadfx("vehicle/vexplosion/fx_Vexplode_willyjeep");
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level._effect["lvt_explode"] = loadfx("vehicle/vexplosion/fx_Vexplode_lvt_beach");
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level._effect["special_lvt_explode"] = loadfx("maps/pel1/fx_exp_lvt_pel1");
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// trail on rockets
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level._effect["rocket_launch"] = loadfx("weapon/rocket/fx_LCI_rocket_ignite_launch");
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level._effect["rocket_trail"] = loadfx("weapon/rocket/fx_lci_rocket_geotrail");
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// rocket aftermath
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level._effect["rocket_aftermath"] = loadfx("maps/pel1/fx_LCI_rocket_debris_aftermath");
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level._effect["thompson_muzzle"] = loadfx("weapon/muzzleflashes/standardflashworld");
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// bunker blowing up stuff
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level._effect["bunker_explode_large"] = loadfx("maps/pel1/fx_beach_bunker_explosion_lg");
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level._effect["bunker_explode_medium"] = loadfx("maps/pel1/fx_beach_bunker_explosion_md");
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// level._effect["air_napalm"] = loadfx("maps/pel1/fx_napalm_midair_burst");
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// level._effect["napalm_explo"] = loadfx("weapon/napalm/fx_napalmExp_lg_blk_smk_01");
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level._effect["napalm_fire_smolder"] = loadfx ("maps/pel1/fx_bunker_napalm_fire_smolder");
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// japanese shooting from a distance
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level._effect["distant_muzzleflash"] = loadfx("weapon/tracer/fx_muz_distnt_lg_wrld");
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level._effect["one_squib"] = loadfx("impacts/fx_bullet_dirt_lg");
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// muzzle fx for the battleships
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// level._effect["battleship_muzzle"] = loadfx("weapon/ship/fx_ship_battle_14in");
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// level._effect["cruiser_muzzle"] = loadfx("weapon/ship/fx_ship_cruiser_6in");
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level._effect["model3_muzzle"] = loadfx("weapon/artillery/fx_artillery_jap_200mm_no_smoke");
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// LVT WAKE
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level._effect["lvt_wake"] = loadfx("vehicle/water/fx_wake_lvt_churn");
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// FLAME AI FX
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level._effect["character_fire_pain_sm"] = LoadFx( "env/fire/fx_fire_player_sm_1sec" );
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level._effect["character_fire_death_sm"] = LoadFx( "env/fire/fx_fire_player_md" );
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level._effect["character_fire_death_torso"] = LoadFx( "env/fire/fx_fire_player_torso" );
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// Bunker fire comes out
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level._effect["bunker_fire_out"] = LoadFx( "env/fire/fx_fire_flamethrower_outward_burst" );
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level._effect["bunker_fire_smolder"] = LoadFx( "maps/pel1/fx_bunker_flamed_smolder" );
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// pistol fx
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level._effect["pistol_flash"] = loadfx ("weapon/muzzleflashes/pistolflash");
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// smoke fx used for spotting targets
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level._effect["target_smoke"] = loadfx ("env/smoke/fx_smoke_ground_marker_green_w");
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// aaa muzzle flash
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level._effect["aaa_tracer"] = loadfx ("Weapon/Tracer/fx_tracer_jap_tripple25_projectile");
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// aaa muzzle flash
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level._effect["plane_crashing"] = loadfx ("trail/fx_trail_plane_smoke_fire_damage");
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// burning trees
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level._effect["palms01"] = loadfx ("maps/pel1/fx_foliage_snapped_palms01");
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level._effect["palms04"] = loadfx ("maps/pel1/fx_foliage_snapped_palms04");
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level._effect["palms04a"] = loadfx ("maps/pel1/fx_foliage_snapped_palms04a");
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level._effect["palms04b"] = loadfx ("maps/pel1/fx_foliage_snapped_palms04b");
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level._effect["palms04c"] = loadfx ("maps/pel1/fx_foliage_snapped_palms04c");
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// lvt water splashes
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level._effect["door_splash"] = loadfx ("vehicle/water/fx_lst_door_splash");
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level._effect["exit_splash"] = loadfx ("vehicle/water/fx_lvt_lci_exit_splash");
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level._effect["head_shot"] = loadfx ("impacts/flesh_hit_body_fatal_exit");
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level._effect["palm_break"] = loadfx ("env/dirt/fx_dust_fol_palm_dust_burst");
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// mortar team stuff
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level.scr_sound["mortar_flash"] = "wpn_mortar_fire";
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level._effect["mortar_flash"] = loadfx("weapon/mortar/fx_mortar_launch_w_trail");
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// load it on the server as well
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level._effect["side_smoke"] = loadfx("maps/pel1/fx_smokebank_beach_xxlg"); //-
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// flak in the air
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level._effect["air_flak"] = loadfx("weapon/flak/fx_flak_field_8k_dist");
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// new bomb explos
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level._effect["bomb_explo"] = loadfx("weapon/napalm/fx_napalmexp_tall_blk");
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level.plane_bomb_fx[ "corsair" ] =level._effect["bomb_explo"];
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// when guys get hit underwater
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level._effect["uw_blood"] = loadfx("impacts/fx_flesh_hit_knife_uw");
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// big bubbles
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level._effect["splash_bubbles"] = loadfx("maps/sniper/fx_underwater_foam_bubbles_torso");
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// underwater ai fx
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level._effect["limb_bubbles"] = loadfx("bio/player/fx_underwater_bubbles_torso");
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level._effect["torso_bubbles"] = loadfx("bio/player/fx_underwater_bubbles_torso");
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//radio zort
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level._effect["broken_radio_spark"] = loadfx("env/electrical/fx_elec_short_oneshot");
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//sullivan death fx
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level._effect["sullivan_death_fx"] = loadfx("maps/pel1/fx_deathfx_sullivan");
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level._effect["flesh_hit"] = loadFX( "impacts/flesh_hit" );
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//LVT wake
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//vehicle/water/fx_wake_lvt_churn.efx
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//////////////////////////////////////////////////////////////////////////////////////
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///////////////////////BARRYS SECTION ////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////
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level._effect["a_smoke_plume_xlg_slow_blk"] = loadfx ("env/smoke/fx_smoke_plume_xlg_slow_blk");
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level._effect["a_smoke_plume_xlg_slow_blk_tall"] = loadfx ("env/smoke/fx_smoke_plume_xlg_slow_blk_tall_w");
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level._effect["a_smk_column_lg_blk"] = loadfx ("env/smoke/fx_smk_column_lg_blk");
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level._effect["smoke_rolling_thick"] = loadfx ("maps/pel1/fx_smoke_rolling_thick");
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level._effect["smoke_rolling_thick2"] = loadfx ("maps/pel1/fx_smoke_rolling_thick2");
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level._effect["lingering_cliff_smoke_w"] = loadfx ("env/smoke/fx_smoke_artillery_barrage_w");
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level._effect["smoke_impact_smolder"] = loadfx ("maps/pel1/fx_smoke_crater_w");
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level._effect["player_water_blood_cloud"] = loadfx ("env/water/fx_water_blood_cloud_player");
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level._effect["med_water_blood_cloud"] = loadfx ("env/water/fx_water_blood_cloud_256x256");
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level._effect["large_water_blood_cloud"] = loadfx ("env/water/fx_water_blood_cloud_512x512");
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level._effect["xlarge_water_blood_cloud"] = loadfx ("env/water/fx_water_blood_cloud_1024x1024");
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level._effect["detail_fire"] = loadfx ("env/fire/fx_fire_rubble_detail");
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level._effect["small_fire"] = loadfx ("env/fire/fx_fire_smoke_tree_brush_small_w");
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level._effect["med_fire"] = loadfx ("env/fire/fx_fire_smoke_tree_brush_med_w");
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level._effect["trunk_fire"] = loadfx ("env/fire/fx_fire_smoke_tree_trunk_med_w");
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level._effect["bunker_dust"] = loadfx ("maps/pel1/fx_bunker_dust_ceiling_impact");
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level._effect["bunker_dust_ambient"] = loadfx ("maps/pel1/fx_bunker_dust_ceiling_impact_ambient");
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level._effect["godray_small"] = loadfx ("env/light/fx_ray_sun_small");
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level._effect["godray_small_short"] = loadfx ("maps/pel1/fx_godray_small_short");
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level._effect["godray_small_short2"] = loadfx ("maps/pel1/fx_godray_small_short2");
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level._effect["tide_splash_small"] = loadfx ("env/water/fx_water_splash_tide_small");
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level._effect["tide_splash_med"] = loadfx ("env/water/fx_water_splash_tide_med");
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level._effect["tide_splash_large"] = loadfx ("env/water/fx_water_splash_tide_lrg");
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level._effect["ash_and_embers"] = loadfx ("env/fire/fx_tree_fire_ash_embers");
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level._effect["large_fire_distant"] = loadfx ("env/fire/fx_fire_large_distant");
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level._effect["xlarge_fire_distant"] = loadfx ("env/fire/fx_fire_xlarge_distant");
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level._effect["heat_haze_medium"] = loadfx ("maps/pel1/fx_heathaze_md");
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level._effect["ash_cloud_1"] = loadfx ("maps/pel1/fx_ash_cloud");
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level._effect["dust_kick_up_emitter"] = loadfx ("maps/pel1/fx_dust_kick_up_emitter");
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level._effect["dust_ambiance_tunnel"] = loadfx ("maps/pel1/fx_dust_ambiance_tunnel");
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}
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spawnFX()
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{
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maps\createfx\pel1_fx::main();
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}
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