#include maps\_utility; #include common_scripts\utility; main() { precache_createfx_fx(); scriptedFX(); footsteps(); maps\createfx\zombie_cod5_asylum_fx::main(); } 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" ) ); } precache_createfx_fx() { level._effect["god_rays_small"] = loadfx("env/light/fx_light_god_ray_sm_single"); level._effect["god_rays_dust_motes"] = loadfx("env/light/fx_light_god_rays_dust_motes"); 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["god_ray_fire_ribbon"] = loadfx("maps/mp_maps/fx_mp_ray_fire_ribbon"); level._effect["god_ray_fire_thin"] = loadfx("maps/mp_maps/fx_mp_ray_fire_thin"); level._effect["electric_power_gen_on"] = loadfx("misc/fx_zombie_elec_gen_on"); level._effect["electric_power_gen_idle"] = loadfx("misc/fx_zombie_elec_gen_idle"); level._effect["fire_detail"] = loadfx("env/fire/fx_fire_debris_xsmall"); 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"); 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["fire_distant_150_600"] = loadfx("env/fire/fx_fire_150x600_tall_distant"); level._effect["fire_window"] = loadfx("env/fire/fx_fire_win_nsmk_0x35y50z"); level._effect["fire_tree_trunk"] = loadfx("maps/mp_maps/fx_mp_fire_tree_trunk"); level._effect["fire_rubble_sm_column"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small_column"); level._effect["fire_rubble_sm_column_smldr"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small_column_smldr"); level._effect["fire_rubble_detail_grp"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_detail_grp"); level._effect["fire_large_mp"] = loadfx("maps/mp_maps/fx_mp_fire_large"); level._effect["fire_med_mp"] = loadfx("maps/mp_maps/fx_mp_fire_medium"); level._effect["ash_and_embers"] = loadfx("env/fire/fx_ash_embers_light"); level._effect["smoke_room_fill"] = loadfx("maps/ber2/fx_smoke_fill_indoor"); level._effect["smoke_window_out_small"] = loadfx("env/smoke/fx_smoke_door_top_exit_drk"); 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["brush_smoke_smolder_sm"] = loadfx("env/smoke/fx_smoke_brush_smolder_md"); level._effect["smoke_fire_column_short"] = loadfx("maps/mp_maps/fx_mp_smoke_fire_column_short"); level._effect["smoke_impact_smolder_w"] = loadfx("env/smoke/fx_smoke_crater_w"); level._effect["smoke_column_tall"] = loadfx("maps/mp_maps/fx_mp_smoke_column_tall"); level._effect["fog_thick"] = loadfx("env/smoke/fx_fog_rolling_thick_zombie"); level._effect["fog_low_floor"] = loadfx("env/smoke/fx_fog_low_floor_sm"); level._effect["fog_low_thick"] = loadfx("env/smoke/fx_fog_low_thick_sm"); level._effect["blood_drips"] = loadfx("system_elements/fx_blood_drips_looped_decal"); level._effect["insect_lantern"] = loadfx("maps/mp_maps/fx_mp_insects_lantern"); level._effect["insect_swarm"] = loadfx("maps/mp_maps/fx_mp_insect_swarm"); level._effect["insect_flies_carcass"] = loadfx("maps/mp_maps/fx_mp_flies_carcass"); level._effect["water_spill_fall"] = loadfx("maps/mp_maps/fx_mp_water_spill"); level._effect["water_leak_runner"] = loadfx("env/water/fx_water_leak_runner_100"); level._effect["water_spill_splash"] = loadfx("maps/mp_maps/fx_mp_water_spill_splash"); level._effect["water_heavy_leak"] = loadfx("env/water/fx_water_drips_hvy"); level._effect["water_drip_sm_area"] = loadfx("maps/mp_maps/fx_mp_water_drip"); level._effect["water_spill_long"] = loadfx("maps/mp_maps/fx_mp_water_spill_long"); level._effect["water_drips_hvy_long"] = loadfx("maps/mp_maps/fx_mp_water_drips_hvy_long"); level._effect["water_spill_splatter"] = loadfx("maps/mp_maps/fx_mp_water_spill_splatter"); level._effect["water_splash_small"] = loadfx("maps/mp_maps/fx_mp_water_splash_small"); 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["betty_explode"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic"); level._effect["betty_trail"] = loadfx("weapon/bouncing_betty/fx_betty_trail"); level._effect["zapper"] = loadfx("misc/fx_zombie_electric_trap"); level._effect["switch_sparks"] = loadfx("env/electrical/fx_elec_wire_spark_burst"); level._effect["wire_sparks_oneshot"] = loadfx("env/electrical/fx_elec_wire_spark_dl_oneshot"); level._effect["dog_entrance"] = Loadfx("maps/zombie/fx_zombie_fire_trp"); level._effect["fx_light_godray_md_asylum"] = loadfx("maps/zombie/fx_light_godray_md_asylum"); } scriptedFX() { level._effect["large_ceiling_dust"] = LoadFx("env/dirt/fx_dust_ceiling_impact_lg_mdbrown"); level._effect["poltergeist"] = LoadFx("misc/fx_zombie_couch_effect"); level._effect["electric_short_oneshot"] = loadfx("env/electrical/fx_elec_short_oneshot"); level._effect["chair_light_fx"] = loadfx("env/light/fx_glow_hanginglamp"); level._effect["electric_current"] = loadfx("misc/fx_zombie_elec_trail"); level._effect["zapper_fx"] = loadfx("misc/fx_zombie_zapper_powerbox_on"); level._effect["zapper_wall"] = loadfx("misc/fx_zombie_zapper_wall_control_on"); level._effect["zapper_light_ready"] = loadfx("misc/fx_zombie_zapper_light_green"); level._effect["zapper_light_notready"] = loadfx("misc/fx_zombie_zapper_light_red"); level._effect["elec_room_on"] = loadfx("fx_zombie_light_elec_room_on"); level._effect["dog_eye_glow"] = loadfx("maps/zombie/fx_zombie_dog_eyes"); level._effect["dog_gib"] = loadfx( "maps/zombie/fx_zombie_dog_explosion" ); level._effect["dog_trail_fire"] = loadfx("maps/zombie/fx_zombie_dog_fire_trail"); level._effect["dog_trail_ash"] = loadfx("maps/zombie/fx_zombie_dog_ash_trail"); level._effect["dog_breath"] = Loadfx("maps/zombie/fx_zombie_dog_breath"); level._effect["lght_marker"] = Loadfx("maps/zombie/fx_zombie_factory_marker"); level._effect["lght_marker_flare"] = Loadfx("maps/zombie/fx_zombie_factory_marker_fl"); level._effect["elec_md"] = loadfx("env/electrical/fx_elec_player_md"); level._effect["elec_sm"] = loadfx("env/electrical/fx_elec_player_sm"); level._effect["elec_torso"] = loadfx("env/electrical/fx_elec_player_torso"); level._effect["elec_trail_one_shot"] = loadfx("misc/fx_zombie_elec_trail_oneshot"); } chair_light() { lantern = getent("morgue_lamp","script_noteworthy"); lght = getent("lamp_light","targetname"); if(!isdefined(lght)) return; lght linkto(lantern); lght setlightintensity(2.1); mdl = spawn("script_model",lantern.origin); mdl.angles = (90,0,0); mdl setmodel("tag_origin"); mdl linkto(lantern); playfxontag(level._effect["chair_light_fx"],mdl,"tag_origin"); while(1) { wait(randomfloatrange(10,15)); lantern physicslaunch ( lantern.origin, (randomintrange(-20,20),randomintrange(-20,20),randomintrange(-20,20)) ); } }