cod5-sdk/raw/maps/hol2_amb.gsc
2008-11-20 00:00:00 +00:00

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#include maps\_utility;
#include maps\_ambientpackage;
main()
{
level.fogclear = 0;
//************************************************************************************************
// 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>
//***************
//Hol2_Outdoors
//***************
declareAmbientPackage( "hol2_outdoors_pkg" );
addAmbientElement( "hol2_outdoors_pkg", "snow_flakes", .1, .2, 10, 1000);
addAmbientElement( "hol2_outdoors_pkg", "snow_flakes", .1, .2, 50, 200);
addAmbientElement( "hol2_outdoors_pkg", "bomb_far", 15, 25, 10, 200 );
addAmbientElement( "hol2_outdoors_pkg", "wolves", 15, 35, 500, 1500 );
addAmbientElement( "hol2_outdoors_pkg", "choradyl", 25, 45, 500, 1200 );
addAmbientElement( "hol2_outdoors_pkg", "owl", 20, 60, 100, 800 );
addAmbientElement( "hol2_outdoors_pkg", "tawny", 30, 40, 500, 1200 );
addAmbientElement( "hol2_outdoors_pkg", "bomb_far", 10, 20,1000, 10500);
addAmbientElement( "hol2_outdoors_pkg", "amb_distant_arty", 20, 30,8000, 12000);
//***************
//Hol2_Building_Interrior
//***************
declareAmbientPackage( "hol2_stone_room_pkg" );
addAmbientElement( "hol2_stone_room_pkg", "amb_stone_small", 10, 20, 100, 200);
addAmbientElement( "hol2_stone_room_pkg", "bomb_far", 2, 15, 10, 200 );
addAmbientElement( "hol2_stone_room_pkg", "bomb_medium", 15, 30, 100, 500 );
declareAmbientPackage( "hol2_wood_room_pkg" );
addAmbientElement( "hol2_wood_room_pkg", "amb_wood_small", 10, 20, 100, 200);
addAmbientElement( "hol2_wood_room_pkg", "amb_wood_boards", 20, 40, 100, 500);
addAmbientElement( "hol2_wood_room_pkg", "amb_wood_creak", 20, 40, 100, 500);
addAmbientElement( "hol2_wood_room_pkg", "bomb_far", 2, 15, 10, 200 );
addAmbientElement( "hol2_wood_room_pkg", "bomb_medium", 15, 30, 100, 500 );
//***************
//Hol2_Asylum
//***************
declareAmbientPackage( "ber1_asylum_pkg" );
addAmbientElement( "ber1_asylum_pkg", "amb_rodents", 5, 35, 100, 500 );
//***************
//Hol2_Tunnel
//***************
declareAmbientPackage( "hol2_tunnel_pkg" );
addAmbientElement( "hol2_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
//***************
//Hol2_Outdoors
//***************
declareAmbientRoom( "hol2_outdoors_room" );
setAmbientRoomTone( "hol2_outdoors_room", "outdoor_wind" );
setAmbientRoomReverb( "hol2_outdoors_room", "paddedcell", 0.75, 1 );
//***************
//Hol2_Building_Interrior
//***************
declareAmbientRoom( "hol2_closed_room" );
setAmbientRoomTone( "hol2_closed_room", "closed_room_wind" );
declareAmbientRoom( "hol2_partial_room" );
setAmbientRoomTone( "hol2_partial_room", "heater_room" );
//***************
//Hol2_Asylum
//***************
declareAmbientRoom( "ber1_asylum" );
setAmbientRoomTone( "ber1_asylum", "asylum_wind" );
//***************
//Hol2_Tunnel
//***************
declareAmbientRoom( "hol2_tunnel" );
setAmbientRoomTone( "hol2_tunnel", "train_station_wind" );
//************************************************************************************************
// ACTIVATE DEFAULT AMBIENT SETTINGS
//************************************************************************************************
players = get_players();
if( !IsDefined( players[0] ) )
{
level waittill( "first_player_ready" );
}
wait (1);
activateAmbientPackage( "hol2_outdoors_pkg", 0 );
activateAmbientRoom( "hol2_outdoors_room", 0 );
//*************************************************************************************************
// START SCRIPTS
//*************************************************************************************************
//Start_Intro_Music();
start_vehicle_sounds();
}
//************************************************************************************************
// OTHER AUDIO FUNCTIONS
//************************************************************************************************
//Start_Intro_Music()
//{
// musicplay("MX_Intro", 0);
//}
//********************************************************************************************************
start_vehicle_sounds()
{
level waittill("trucks_go");
truck1 = getent("initial_convoy_truck1", "targetname");
truck2 = getent("initial_convoy_truck2", "targetname");
truck3 = getent("initial_convoy_truck3", "targetname");
truck1 playsound ("kubel_truck_hack");
wait(0.5);
//truck2 playsound ("kubel_truck_hack");
wait (0.35);
truck3 playsound ("kubel_truck_hack_alt");
}