mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-17 14:17:57 -05:00
Added all the remaining scripts not previously included.
This commit is contained in:
4328
mp_uplink/maps/mp/createfx/mp_uplink_fx.gsc
Normal file
4328
mp_uplink/maps/mp/createfx/mp_uplink_fx.gsc
Normal file
File diff suppressed because it is too large
Load Diff
93
mp_uplink/maps/mp/mp_uplink.gsc
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93
mp_uplink/maps/mp/mp_uplink.gsc
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@ -0,0 +1,93 @@
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#include maps/mp/gametypes/_spawning;
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#include maps/mp/_compass;
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#include maps/mp/gametypes/_globallogic_utils;
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#include maps/mp/_utility;
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#include common_scripts/utility;
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main()
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{
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level.levelspawndvars = ::levelspawndvars;
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maps/mp/mp_uplink_fx::main();
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precachemodel( "collision_physics_128x128x10" );
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precachemodel( "collision_physics_256x256x10" );
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precachemodel( "collision_physics_64x64x10" );
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precachemodel( "collision_physics_32x32x10" );
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maps/mp/_load::main();
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maps/mp/mp_uplink_amb::main();
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maps/mp/_compass::setupminimap( "compass_map_mp_uplink" );
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setdvar( "compassmaxrange", "2100" );
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registerclientfield( "world", "trigger_lightning", 1, 1, "int" );
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game[ "strings" ][ "war_callsign_a" ] = &"MPUI_CALLSIGN_MAPNAME_A";
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game[ "strings" ][ "war_callsign_b" ] = &"MPUI_CALLSIGN_MAPNAME_B";
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game[ "strings" ][ "war_callsign_c" ] = &"MPUI_CALLSIGN_MAPNAME_C";
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game[ "strings" ][ "war_callsign_d" ] = &"MPUI_CALLSIGN_MAPNAME_D";
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game[ "strings" ][ "war_callsign_e" ] = &"MPUI_CALLSIGN_MAPNAME_E";
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game[ "strings_menu" ][ "war_callsign_a" ] = "@MPUI_CALLSIGN_MAPNAME_A";
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game[ "strings_menu" ][ "war_callsign_b" ] = "@MPUI_CALLSIGN_MAPNAME_B";
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game[ "strings_menu" ][ "war_callsign_c" ] = "@MPUI_CALLSIGN_MAPNAME_C";
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game[ "strings_menu" ][ "war_callsign_d" ] = "@MPUI_CALLSIGN_MAPNAME_D";
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game[ "strings_menu" ][ "war_callsign_e" ] = "@MPUI_CALLSIGN_MAPNAME_E";
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spawncollision( "collision_physics_128x128x10", "collider", ( 1661, 345,5, 298,5 ), ( 0, 1, 0 ) );
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spawncollision( "collision_physics_128x128x10", "collider", ( 1661, 345,5, 313,5 ), ( 0, 1, 0 ) );
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spawncollision( "collision_physics_256x256x10", "collider", ( 3257, -3,5, 872,5 ), ( 360, 270, 90 ) );
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spawncollision( "collision_physics_256x256x10", "collider", ( 3394, -136,5, 872,5 ), ( 270, 183,902, 86,0983 ) );
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spawncollision( "collision_physics_256x256x10", "collider", ( 3270,5, -3,5, 872,5 ), ( 360, 270, 90 ) );
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spawncollision( "collision_physics_256x256x10", "collider", ( 3394, 129,5, 872,5 ), ( 270, 183,902, 86,0983 ) );
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spawncollision( "collision_physics_256x256x10", "collider", ( 3399,5, 1, 990 ), ( 1,12, 270, 180 ) );
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spawncollision( "collision_physics_128x128x10", "collider", ( 2343,5, 865,5, 320,5 ), vectorScale( ( 0, 1, 0 ), 332,7 ) );
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spawncollision( "collision_physics_64x64x10", "collider", ( 2291, 904, 316 ), ( 355,461, 27,1924, -2,32818 ) );
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spawncollision( "collision_physics_32x32x10", "collider", ( 3049,5, -3452, 339 ), ( 78,6193, 281,502, -105,573 ) );
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maps/mp/gametypes/_spawning::level_use_unified_spawning( 1 );
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level.remotemotarviewdown = 50;
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level thread gondola_sway();
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glasses = getstructarray( "glass_shatter_on_spawn", "targetname" );
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i = 0;
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while ( i < glasses.size )
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{
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radiusdamage( glasses[ i ].origin, 64, 101, 100 );
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i++;
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}
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}
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levelspawndvars( reset_dvars )
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{
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ss = level.spawnsystem;
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ss.enemy_influencer_radius = set_dvar_float_if_unset( "scr_spawn_enemy_influencer_radius", "2350", reset_dvars );
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ss.hq_objective_influencer_inner_radius = set_dvar_float_if_unset( "scr_spawn_hq_objective_influencer_inner_radius", "1000", reset_dvars );
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}
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gondola_sway()
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{
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gondola_cab = getent( "gondola_cab", "targetname" );
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gondola_cab setmovingplatformenabled( 1 );
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while ( 1 )
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{
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randomswingangle = randomfloatrange( 0,25, 0,5 );
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randomswingtime = randomfloatrange( 2,5, 4 );
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gondola_cab rotateto( ( randomswingangle * 0,5, randomswingangle * 0,6, randomswingangle * 0,8 ), randomswingtime, randomswingtime * 0,3, randomswingtime * 0,3 );
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gondola_cab playsound( "amb_gondola_swing" );
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wait randomswingtime;
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gondola_cab rotateto( ( ( randomswingangle * 0,5 ) * -1, ( randomswingangle * -1 ) * 0,6, ( randomswingangle * 0,8 ) * -1 ), randomswingtime, randomswingtime * 0,3, randomswingtime * 0,3 );
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gondola_cab playsound( "amb_gondola_swing_back" );
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wait randomswingtime;
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gondola_cab destroy_corpses();
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}
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}
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destroy_corpses()
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{
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time = getTime();
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corpses = getcorpsearray();
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i = 0;
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while ( i < corpses.size )
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{
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if ( ( corpses[ i ].birthtime + 3000 ) < time )
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{
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if ( distance2dsquared( corpses[ i ].origin, self.origin ) < 10000 )
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{
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corpses[ i ] delete();
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}
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}
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i++;
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}
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}
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6
mp_uplink/maps/mp/mp_uplink_amb.gsc
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6
mp_uplink/maps/mp/mp_uplink_amb.gsc
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@ -0,0 +1,6 @@
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#include maps/mp/_ambientpackage;
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#include maps/mp/_utility;
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main()
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{
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}
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106
mp_uplink/maps/mp/mp_uplink_fx.gsc
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106
mp_uplink/maps/mp/mp_uplink_fx.gsc
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@ -0,0 +1,106 @@
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#include maps/mp/_utility;
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#using_animtree( "fxanim_props" );
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#using_animtree( "fxanim_props_dlc3" );
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main()
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{
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precache_fxanim_props();
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precache_fxanim_props_dlc3();
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precache_scripted_fx();
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precache_createfx_fx();
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maps/mp/createfx/mp_uplink_fx::main();
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}
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precache_scripted_fx()
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{
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}
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precache_createfx_fx()
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{
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level._effect[ "fx_mp_uplink_rain_med_fast_os" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_os" );
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level._effect[ "fx_mp_uplink_rain_med_fast_os_vista" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_os_vista" );
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level._effect[ "fx_mp_uplink_rain_med_fast_neg_os" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_neg_os" );
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level._effect[ "fx_mp_uplink_rain_med_fast_neg_os_vista" ] = loadfx( "weather/fx_mp_uplink_rain_med_fast_neg_os_vista" );
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level._effect[ "fx_mp_upl_rain_gust_md" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_md" );
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level._effect[ "fx_mp_upl_rain_gust_lg" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_lg" );
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level._effect[ "fx_mp_upl_rain_gust_lg_neg" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_lg" );
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level._effect[ "fx_mp_upl_rain_gust_md_neg" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_gust_md_neg" );
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level._effect[ "fx_mp_upl_rain_splash_50" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_50" );
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level._effect[ "fx_mp_upl_rain_splash_100" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_100" );
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level._effect[ "fx_mp_upl_rain_splash_200" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_200" );
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level._effect[ "fx_mp_upl_rain_splash_300" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_300" );
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level._effect[ "fx_mp_upl_rain_splash_400" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_splash_400" );
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level._effect[ "fx_water_pipe_gutter_md" ] = loadfx( "water/fx_water_pipe_gutter_md" );
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level._effect[ "fx_mp_water_roof_spill_lg_hvy" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_lg_hvy" );
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level._effect[ "fx_mp_water_roof_spill_lg_hvy_lng" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_lg_hvy_lng" );
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level._effect[ "fx_mp_water_roof_spill_md_hvy" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_md_hvy" );
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level._effect[ "fx_mp_water_roof_spill_splash_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_splash_shrt" );
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level._effect[ "fx_mp_water_roof_spill_splash_xshrt" ] = loadfx( "maps/mp_maps/fx_mp_water_roof_spill_splash_xshrt" );
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level._effect[ "fx_mp_fog_cool_ground" ] = loadfx( "maps/mp_maps/fx_mp_fog_cool_ground" );
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level._effect[ "fx_mp_distant_cloud_vista" ] = loadfx( "maps/mp_maps/fx_mp_upl_distant_cloud_vista" );
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level._effect[ "fx_mp_uplink_lightning_lg" ] = loadfx( "weather/fx_mp_uplink_lightning_lg" );
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level._effect[ "fx_mp_upl_window_rain1_splash" ] = loadfx( "maps/mp_maps/fx_mp_upl_window_rain1_splash" );
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level._effect[ "fx_mp_uplink_rain_window_roof_med" ] = loadfx( "weather/fx_mp_uplink_rain_window_roof_med" );
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level._effect[ "fx_mp_uplink_rain_window_gust" ] = loadfx( "weather/fx_mp_uplink_rain_window_gust" );
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level._effect[ "fx_mp_upl_cloud_geo" ] = loadfx( "maps/mp_maps/fx_mp_upl_cloud_geo" );
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level._effect[ "fx_lf_mp_uplink_sun1" ] = loadfx( "lens_flares/fx_lf_mp_uplink_sun1" );
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level._effect[ "fx_lf_mp_uplink_anamorphic" ] = loadfx( "lens_flares/fx_lf_mp_uplink_anamorphic" );
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level._effect[ "fx_lf_mp_uplink_anamorphic2" ] = loadfx( "lens_flares/fx_lf_mp_uplink_anamorphic2" );
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level._effect[ "fx_mp_upl_rain_lit_corona" ] = loadfx( "maps/mp_maps/fx_mp_upl_rain_lit_corona" );
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level._effect[ "fx_drone_rectangle_light" ] = loadfx( "light/fx_light_flour_glow_yellow" );
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level._effect[ "fx_light_flour_glow_yellow_sm" ] = loadfx( "light/fx_light_flour_glow_yellow_sm" );
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level._effect[ "fx_light_flour_glow_yellow_xsm" ] = loadfx( "light/fx_light_flour_glow_yellow_xsm" );
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level._effect[ "fx_drone_rectangle_light_03" ] = loadfx( "light/fx_drone_rectangle_light_03" );
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level._effect[ "fx_drone_rectangle_light_blue" ] = loadfx( "maps/mp_maps/fx_mp_upl_rectangle_light_blue" );
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level._effect[ "fx_light_beacon_yellow" ] = loadfx( "light/fx_light_beacon_yellow" );
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level._effect[ "fx_light_beacon_red_blink_fst" ] = loadfx( "light/fx_light_beacon_red_blink_fst" );
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level._effect[ "fx_light_beacon_red_blink_fst_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
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level._effect[ "fx_light_exit_sign" ] = loadfx( "light/fx_light_exit_sign_gLow" );
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level._effect[ "fx_light_recessed_cool" ] = loadfx( "maps/mp_maps/fx_mp_upl_light_recessed_cool" );
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level._effect[ "fx_light_recessed_blue" ] = loadfx( "light/fx_light_recessed_blue" );
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level._effect[ "fx_light_window_glow" ] = loadfx( "light/fx_light_window_glow" );
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level._effect[ "fx_mp_upl_window_ray_cool" ] = loadfx( "maps/mp_maps/fx_mp_upl_window_ray_cool" );
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level._effect[ "fx_light_floodlight_sqr_wrm" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_warm" );
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level._effect[ "fx_light_floodlight_sqr_cool" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool" );
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level._effect[ "fx_light_floodlight_sqr_cool_thin" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool_thin" );
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level._effect[ "fx_light_floodlight_sqr_cool_sm" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool_sm" );
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level._effect[ "fx_light_floodlight_sqr_cool_md" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_sqr_cool_md" );
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level._effect[ "fx_mp_upl_floodlight_yellow" ] = loadfx( "maps/mp_maps/fx_mp_upl_floodlight_yellow" );
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level._effect[ "fx_upl_light_ray_sun_window_1s" ] = loadfx( "light/fx_upl_light_ray_sun_window_1s" );
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level._effect[ "fx_upl_light_ray_sun_window_lg_1s" ] = loadfx( "light/fx_upl_light_ray_sun_window_lg_1s" );
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level._effect[ "fx_mp_upl_generator_grays" ] = loadfx( "maps/mp_maps/fx_mp_upl_generator_grays" );
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level._effect[ "fx_light_flour_glow_v_shape_cool_sm" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool_sm" );
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level._effect[ "fx_light_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_upl_flour_glow_v_shape_cool" );
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level._effect[ "fx_light_gray_yllw_ribbon" ] = loadfx( "light/fx_light_gray_yllw_ribbon" );
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level._effect[ "fx_light_gray_blue_ribbon" ] = loadfx( "light/fx_light_gray_blue_ribbon" );
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level._effect[ "fx_mp_upl_waterfall01" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall01" );
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level._effect[ "fx_mp_upl_waterfall02" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall02" );
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level._effect[ "fx_mp_upl_waterfall_splash_bttm" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_splash_bttm" );
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level._effect[ "fx_mp_upl_waterfall_splash_fst" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_splash_fst" );
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level._effect[ "fx_mp_upl_waterfall_splash_md" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_splash_md" );
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level._effect[ "fx_mp_upl_waterfall_vista" ] = loadfx( "maps/mp_maps/fx_mp_upl_waterfall_vista" );
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}
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precache_fxanim_props()
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{
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level.scr_anim[ "fxanim_props" ][ "ant_rooftop" ] = %fxanim_gp_antenna_rooftop_anim;
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}
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precache_fxanim_props_dlc3()
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{
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level.scr_anim[ "fxanim_props_dlc3" ][ "uplink_gate" ] = %fxanim_mp_uplink_gate_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "uplink_gate_b" ] = %fxanim_mp_uplink_gate_b_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "cliff_sign" ] = %fxanim_mp_uplink_cliff_sign_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "radar01" ] = %fxanim_mp_uplink_vista_radar01_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "radar02" ] = %fxanim_mp_uplink_vista_radar02_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "radar03" ] = %fxanim_mp_uplink_vista_radar03_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "radar04" ] = %fxanim_mp_uplink_vista_radar04_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "radar05" ] = %fxanim_mp_uplink_vista_radar05_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "sat_dish2" ] = %fxanim_gp_satellite_dish2_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "ant_rooftop2_small" ] = %fxanim_gp_antenna_rooftop2_small_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "fence01" ] = %fxanim_mp_uplink_fence01_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "fence02" ] = %fxanim_mp_uplink_fence02_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "vines_01" ] = %fxanim_mp_uplink_vines_01_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "vines_02" ] = %fxanim_mp_uplink_vines_02_anim;
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}
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