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

312 lines
7.4 KiB
Text

#include common_scripts\utility;
#include maps\_utility;
#include maps\_ambientpackage;
#include maps\_music;
#include maps\_busing;
main()
{
//************************************************************************************************
// Ambient Packages
//************************************************************************************************
//***************
//mak_Base
//***************
declareAmbientPackage( "mak_base_pkg" );
addAmbientElement( "mak_base_pkg", "amb_seagull", 30, 60, 300, 2000 );
addAmbientElement( "mak_base_pkg", "amb_twigsnap", 30, 120, 10, 500 );
//***************
//mak_indoor
//***************
declareAmbientPackage( "mak_indoor_pkg" );
//***************
//mak_bunker
//***************
declareAmbientPackage( "mak_bunker_pkg" );
//***************
//mak_deepforest
//***************
declareAmbientPackage( "mak_deepforest_pkg" );
addAmbientElement( "mak_deepforest_pkg", "amb_seagull", 30, 60, 300, 2000 );
addAmbientElement( "mak_deepforest_pkg", "amb_twigsnap", 30, 120, 10, 500 );
addAmbientElement( "mak_deepforest_pkg", "amb_shortbugs", 5, 25, 10, 500 );
//************************************************************************************************
// ROOMS
//************************************************************************************************
//***************
//mak_Base
//***************
declareAmbientRoom( "mak_base_room" );
setAmbientRoomTone( "mak_base_room", "bgt_base" );
//***************
//mak_indoor
//***************
declareAmbientRoom( "mak_indoor_room" );
setAmbientRoomTone( "mak_indoor_room", "bgt_base" );
//***************
//mak_bunker
//***************
declareAmbientRoom( "mak_bunker_room" );
setAmbientRoomTone( "mak_bunker_room", "bgt_bunker" );
//***************
//mak_deepforest
//***************
declareAmbientRoom( "mak_deepforest_room" );
setAmbientRoomTone( "mak_deepforest_room", "bgt_base" );
//************************************************************************************************
// ACTIVATE DEFAULT AMBIENT SETTINGS
//************************************************************************************************
activateAmbientPackage( "mak_base_pkg", 0 );
activateAmbientRoom( "mak_base_room", 0 );
/*
declareMusicState("cross"); //wait until fade done
musicAliasLoop("test_song", 10, 5);
musicWaitTillDone();
declareMusicState("fadeout"); //fade out one shot
musicAlias("makin_torture", 3);
*/
//*************************************************************************************************
// START SCRIPTS
//*************************************************************************************************
level thread flare_fire_1();
level thread flare_fire_2();
level thread start_environmental_sounds();
level thread start_tower_creak();
}
music_switch_delay(time, state)
{
wait(time);
setmusicstate(state);
}
ambush_stuff()
{
setbusstate("ambush");
wait (0.5);
playsoundatposition("Mak1_IGD_050A_ROEB", (0,0,0));
//TUEY Audio for yelling & japanese lines
playsoundatposition( "amb_yelling_japanese", ( -702, -15232.5, 200 ) );
playsoundatposition( "amb_yelling", ( -1358, -15008.5, 200 ) );
wait(0.5);
setbusstate("RESET_SLOW");
setmusicstate( "AMBUSH" );
battlechatter_on();
}
play_tower_creaks()
{
level endon ("tower_collapse");
while(1)
{
self playsound("tower_creak");
wait(randomintrange(8,15));
}
}
start_explosion_test()
{
wait (1);
origin_left = getent("exp_origin_left", "targetname");
origin_right = getent("exp_origin_right", "targetname");
target_left = getent("exp_target_left", "targetname");
target_right = getent("exp_target_right", "targetname");
ent1 = spawn("script_origin", origin_left.origin);
//ent1 thread line_to_me(origin_left);
ent2 = spawn("script_origin", origin_right.origin);
//ent2 thread line_to_me(origin_right);
ent1 playsound ("exp_hut_4_sweet_L");
ent2 playsound ("exp_hut_4_sweet_R");
ent1 moveto (target_left.origin, 1.5);
ent2 moveto (target_right.origin, 1.5);
}
line_to_me(guy)
{
self endon ("movedone");
while (1)
{
line (self.origin, guy.origin, (1,1,1));
wait 0.05;
}
}
hut_4_exp()
{
piece = GetEnt( "hut4_sound_piece", "script_noteworthy" );
dest_pos = piece.origin + ( 0, -2500, 0 );
piece MoveTo( dest_pos, 3 );
wait(0.5);
piece playsound("exp_whoosh");
wait(1);
level thread start_explosion_test();
piece waittill( "movedone" );
piece Delete();
}
//***************
//play siren
//***************
flare_fire_1()
{
level waittill("flare_fire_1");
wait(0.1);
flare_fire_1 = getent("flare_starter1","targetname");
flare_fire_1 playsound("flare1");
wait(55);
}
flare_fire_2()
{
level waittill("flare_fire_2");
wait(0.1);
flare_fire_2 = getent("flare_starter2","targetname");
flare_fire_2 playsound("flare2");
}
play_environmental_sound(sound_to_play, pos)
{
sound = spawn("script_origin", pos);
sound playloopsound(sound_to_play);
}
start_environmental_sounds()
{
//level waittill ("beached");
play_environmental_sound("hut_large_fire", (-9728, -16328, 0));
play_environmental_sound("hut_small_fire", (-10264, -17640, 144));
play_environmental_sound("hut_small_fire", (-9848, -17456, 144));
play_environmental_sound("hut_small_fire", (-9648, -18104, 144));
play_environmental_sound("hut_small_fire", (-10152, -17400, 144));
play_environmental_sound("hut_small_fire", (-10248, -17128, 144));
play_environmental_sound("hut_small_fire", (-10344, -17280, 48));
play_environmental_sound("hut_large_fire", (-10111.3, -17193.6, 147.125));
play_environmental_sound("hut_large_fire", (-9527.22,-16175.7,211));
play_environmental_sound("hut_large_fire", (-10375.4, -15862.2, 88));
play_environmental_sound("hut_large_fire", (-10673.9, -15731.6, 134));
play_environmental_sound("hut_large_fire", (-10928.3, -15588.5, 128));
}
change_music_wait(state, waittime)
{
wait(waittime);
change_music_state(state);
}
change_music_state(state)
{
setMusicState(state);
}
start_tower_creak()
{
creaksound = spawn ("script_origin", (-12088, -14936, 328));
wait(0.1);
creaksound playloopsound("hut_creak");
flag_wait( "event1_hut1_collapse" );
creaksound stoploopsound();
}
play_dragging_sound()
{
level endon("IN_BOAT");
while(1)
{
wait(randomintrange(1,3));
{
playsoundatposition("drag", (0,0,0));
}
}
}
play_shock_loop_manual()
{
playsoundatposition ("player_shock_loop", (0,0,0));
level waittill ("IN_BOAT");
playsoundatposition ("player_shock_end", (0,0,0));
}