IL-GSC/BO1/PC/ZM/maps/zombie_cod5_sumpf_fx.gsc
2024-02-18 17:32:07 -05:00

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#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");
}
}