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

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6.3 KiB
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#include maps\_utility;
#include common_scripts\utility;
main()
{
maps\createfx\nazi_zombie_farm_fx::main();
maps\createart\nazi_zombie_farm_art::main();
scriptedFX();
precache_createfx_fx();
footsteps();
}
footsteps()
{
animscripts\utility::setFootstepEffect( "asphalt", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "brick", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "carpet", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "cloth", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "concrete", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "dirt", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "foliage", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "gravel", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "grass", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "ice", LoadFx( "bio/player/fx_footstep_snow" ) );
animscripts\utility::setFootstepEffect( "metal", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "mud", LoadFx( "bio/player/fx_footstep_mud" ) );
animscripts\utility::setFootstepEffect( "paper", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "plaster", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "rock", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "sand", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "snow", LoadFx( "bio/player/fx_footstep_snow" ) );
animscripts\utility::setFootstepEffect( "water", LoadFx( "bio/player/fx_footstep_water" ) );
animscripts\utility::setFootstepEffect( "wood", LoadFx( "bio/player/fx_footstep_dust" ) );
}
// --- Ambient_Effects ---//
precache_createfx_fx()
{
level._effect["smoke_plume_xlg_slow_blk"] = loadfx ("maps/ber2/fx_smk_plume_xlg_slow_blk_w");
level._effect["smoke_hallway_faint_dark"] = loadfx ("env/smoke/fx_smoke_hallway_faint_dark");
level._effect["smoke_bank"] = loadfx ("env/smoke/fx_battlefield_smokebank_ling_lg_w");
level._effect["battlefield_smokebank_sm_tan"] = loadfx ("env/smoke/fx_battlefield_smokebank_ling_sm_w");
level._effect["ash_and_embers"] = loadfx ("env/fire/fx_ash_embers_light");
level._effect["smoke_window_out_small"] = loadfx ("env/smoke/fx_smoke_door_top_exit_drk");
level._effect["brush_smoke_smolder_sm"] = loadfx ("env/smoke/fx_smoke_brush_smolder_md");
level._effect["smoke_impact_smolder_w"] = loadfx ("env/smoke/fx_smoke_crater_w");
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["water_heavy_leak"] = loadfx ("env/water/fx_water_drips_hvy");
level._effect["water_heavy_leak_long"] = loadfx ("env/water/fx_water_drips_hvy_long");
level._effect["wire_sparks"] = loadfx ("env/electrical/fx_elec_wire_spark_burst");
level._effect["wire_sparks_blue"] = loadfx ("env/electrical/fx_elec_wire_spark_burst_blue");
level._effect["fire_distant_150_600"] = loadfx ("env/fire/fx_fire_150x600_tall_distant");
level._effect["water_pipe_leak_md"] = loadfx ("env/water/fx_wtr_pipe_spill_md");
level._effect["water_pipe_leak_sm"] = loadfx ("env/water/fx_wtr_pipe_spill_sm");
level._effect["water_spill_fall"] = loadfx ("env/water/fx_wtr_spill_sm_thin");
level._effect["water_wake_md"] = loadfx ("env/water/fx_water_wake_flow_md");
level._effect["water_leak_runner"] = loadfx ("env/water/fx_water_leak_runner_100");
level._effect["water_wake_sm"] = loadfx ("env/water/fx_water_wake_flow_sm");
level._effect["water_wake_mist"] = loadfx ("env/water/fx_water_wake_flow_mist");
level._effect["water_splash_md"] = loadfx ("env/water/fx_water_splash_leak_md");
level._effect["debris_dust_motes"] = loadfx ("maps/ber2/fx_debris_dust_motes");
level._effect["fire_bookcase_wide"] = loadfx ("env/fire/fx_fire_bookshelf_wide");
level._effect["fire_column_creep_xsm"] = loadfx ("env/fire/fx_fire_column_creep_xsm");
level._effect["fire_column_creep_sm"] = loadfx ("env/fire/fx_fire_column_creep_sm");
level._effect["smoke_room_fill"] = loadfx ("maps/ber2/fx_smoke_fill_indoor");
level._effect["ash_and_embers_hall"] = loadfx ("maps/ber2/fx_debris_hall_ash_embers");
level._effect["fire_detail"] = loadfx ("env/fire/fx_fire_debris_xsmall");
level._effect["fire_ceiling_50_100"] = loadfx ("env/fire/fx_fire_ceiling_50x100");
level._effect["fire_ceiling_100_100"] = loadfx ("env/fire/fx_fire_ceiling_100x100");
level._effect["ash_and_embers_small"] = loadfx ("maps/ber2/fx_debris_fire_motes");
level._effect["god_rays_large"] = loadfx("env/light/fx_light_god_rays_large");
level._effect["god_rays_medium"] = loadfx("env/light/fx_light_god_rays_medium");
level._effect["god_rays_small"] = loadfx("env/light/fx_light_god_ray_sm_single");
level._effect["god_rays_small_short"] = loadfx("env/light/fx_light_god_ray_sm_shrt_single");
level._effect["god_rays_dust_motes"] = loadfx("env/light/fx_light_god_rays_dust_motes");
level._effect["fog_thick"] = loadfx("env/smoke/fx_fog_rolling_thick_600x600");
level._effect["falling_lf_elm"] = loadfx("env/foliage/fx_leaves_fall_elm");
level._effect["light_ceiling_dspot"] = loadfx ("env/light/fx_ray_ceiling_amber_dim_sm");
level._effect["dlight_fire_glow"] = loadfx ("env/light/fx_dlight_fire_glow");
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");
}
scriptedFX()
{
level._effect["large_ceiling_dust"] = LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );
level._effect["poltergeist"] = LoadFx( "misc/fx_zombie_couch_effect" );
}