#include maps\_utility; #include common_scripts\utility; main() { footsteps(); scriptedFX(); precacheFX(); level thread wind_settings(); maps\createfx\zombie_cod5_sumpf_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( "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( "water", LoadFx( "bio/player/fx_footstep_water" ) ); animscripts\utility::setFootstepEffect( "wood", LoadFx( "bio/player/fx_footstep_dust" ) ); } scriptedFX() { level._effect["hanging_light_fx"] = loadfx("env/light/fx_glow_hanginglamp"); level._effect["large_ceiling_dust"] = LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" ); level._effect["poltergeist"] = LoadFx( "maps/zombie/fx_zombie_debris_removal" ); level._effect["lght_marker_old"] = Loadfx("maps/zombie/fx_zombie_lght_marker"); level._effect["lght_marker"] = Loadfx("maps/zombie/fx_zombie_lght_marker_hut1"); level._effect["lght_marker_flare"] = Loadfx("maps/zombie/fx_zombie_lght_marker_flare"); 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["trap_log"] = Loadfx("maps/zombie/fx_zombie_log_trp"); level._effect["stub"] = loadfx("misc/fx_zombie_perk_lottery"); level._effect["zombie_perk_start"] = Loadfx("misc/fx_zombie_perk_lottery_start"); level._effect["zombie_perk_flash"] = Loadfx("misc/fx_zombie_perk_lottery_flash"); level._effect["zombie_perk_end"] = Loadfx("misc/fx_zombie_perk_lottery_end"); level._effect["zombie_perk_4th"] = Loadfx("misc/fx_zombie_perk_lottery_4"); } wind_settings() { SetSavedDvar( "wind_global_vector", "171 -140 0" ); SetSavedDvar( "wind_global_low_altitude", 40 ); SetSavedDvar( "wind_global_hi_altitude", 940 ); SetSavedDvar( "wind_global_low_strength_percent", 0.05 ); } precacheFX() { level._effect["mp_fire_small_detail"] = loadfx("maps/mp_maps/fx_mp_fire_small_detail"); level._effect["mp_fire_small"] = loadfx("maps/mp_maps/fx_mp_fire_small"); level._effect["mp_fire_medium"] = loadfx("maps/mp_maps/fx_mp_fire_medium"); level._effect["mp_fire_large"] = loadfx("maps/mp_maps/fx_mp_fire_large"); level._effect["mp_light_glow_lantern"] = loadfx("maps/mp_maps/fx_mp_light_glow_lantern"); level._effect["mp_smoke_ambiance_indoor"] = loadfx("maps/mp_maps/fx_mp_smoke_ambiance_indoor"); level._effect["mp_smoke_ambiance_indoor_misty"] = loadfx("maps/mp_maps/fx_mp_smoke_ambiance_indoor_misty"); level._effect["mp_smoke_ambiance_indoor_sm"] = loadfx("maps/mp_maps/fx_mp_smoke_ambiance_indoor_sm"); level._effect["fx_fog_low_floor_sm"] = loadfx("env/smoke/fx_fog_low_floor_sm"); level._effect["mp_smoke_column_tall"] = loadfx("maps/mp_maps/fx_mp_smoke_column_tall"); level._effect["mp_smoke_column_short"] = loadfx("maps/mp_maps/fx_mp_smoke_column_short"); level._effect["mp_fog_rolling_large"] = loadfx("maps/mp_maps/fx_mp_fog_rolling_thick_large_area"); level._effect["mp_fog_rolling_small"] = loadfx("maps/mp_maps/fx_mp_fog_rolling_thick_small_area"); level._effect["mp_flies_carcass"] = loadfx("maps/mp_maps/fx_mp_flies_carcass"); level._effect["mp_insects_swarm"] = loadfx("maps/mp_maps/fx_mp_insect_swarm"); level._effect["mp_insects_lantern"] = loadfx("maps/mp_maps/fx_mp_insects_lantern"); level._effect["mp_firefly_ambient"] = loadfx("maps/mp_maps/fx_mp_firefly_ambient"); level._effect["mp_firefly_swarm"] = loadfx("maps/mp_maps/fx_mp_firefly_swarm"); level._effect["mp_maggots"] = loadfx("maps/mp_maps/fx_mp_maggots"); level._effect["mp_falling_leaves_elm"] = loadfx("maps/mp_maps/fx_mp_falling_leaves_elm"); 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["fx_bats_circling"] = loadfx("bio/animals/fx_bats_circling"); level._effect["fx_bats_ambient"] = loadfx("maps/mp_maps/fx_bats_ambient"); level._effect["mp_fire_torch"] = loadfx("maps/mp_maps/fx_mp_fire_torch"); level._effect["mp_dragonflies"] = loadfx("bio/insects/fx_insects_dragonflies_ambient"); level._effect["fx_mp_ray_moon_xsm_near"] = loadfx("maps/mp_maps/fx_mp_ray_moon_xsm_near"); level._effect["fx_meteor_ambient"] = loadfx("maps/zombie/fx_meteor_ambient"); level._effect["fx_meteor_flash"] = loadfx("maps/zombie/fx_meteor_flash"); level._effect["fx_meteor_flash_spawn"] = loadfx("maps/zombie/fx_meteor_flash_spawn"); level._effect["fx_meteor_hotspot"] = loadfx("maps/zombie/fx_meteor_hotspot"); level._effect["zapper"] = loadfx("misc/fx_zombie_electric_trap"); 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["switch_sparks"] = loadfx("env/electrical/fx_elec_wire_spark_burst"); 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["rise_burst_water_swmp"] = LoadFX("maps/zombie/fx_zombie_body_wtr_burst_smpf"); level._effect["rise_billow_water_swmp"] = LoadFX("maps/zombie/fx_zombie_body_wtr_billow_smpf"); level._effect["fx_light_god_ray_sm_sumpf_warm_v1"] = loadfx("env/light/fx_light_god_ray_sm_sumpf_warm_v1"); } post_lights() { lanterns = getentarray("post_lamp","targetname"); array_thread(lanterns,::swing_lanterns); } swing_lanterns() { org_angles = self.angles; org_pos = self.origin; while(1) { self rotateto(self.angles + (randomintrange(-5,5),randomintrange(-5,5),0),randomfloatrange(.5,1)); self waittill("rotatedone"); self rotateto(org_angles,randomfloatrange(.5,1)); self waittill("rotatedone"); } }