-
-
Notifications
You must be signed in to change notification settings - Fork 0
/
warmer_days_precache_fx.gsc
204 lines (190 loc) · 12.9 KB
/
warmer_days_precache_fx.gsc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
//codename: warmer_days_precache_fx.gsc
//purpose: handles precaching for global 'level.myFx' fx array
//release: 2023 as part of tranzit 2.0 v2 update
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
#include maps\mp\ombies\_zm_stats;
#include maps\mp\zombies\_zm_buildables;
#include maps\mp\zm_transit_sq;
#include maps\mp\zm_transit_distance_tracking;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\gametypes_zm\_hud_util;
#include maps\mp\gametypes_zm\_hud_message;
#include maps\mp\zombies\_zm_weapons;
#include maps\mp\zombies\_zm_net;
#include maps\mp\zombies\_zm_unitrigger;
#include maps\mp\zm_alcatraz_utility;
#include maps\mp\zombies\_zm_afterlife;
#include maps\mp\zm_prison;
#include maps\mp\zombies\_zm;
#include maps\mp\gametypes_zm\_spawning;
#include maps\mp\zombies\_load;
#include maps\mp\zombies\_zm_clone;
#include maps\mp\zombies\_zm_ai_basic;
#include maps\mp\animscripts\shared;
#include maps\mp\zombies\_zm_audio;
#include maps\mp\zombies\_zm_zonemgr;
#include maps\mp\zm_alcatraz_travel;
#include maps\mp\gametypes_zm\_zm_gametype;
#include maps\mp\zombies\_zm_equipment;
#include maps\mp\zombies\_zm_perk_electric_cherry;
#include maps\mp\zombies\_zm_perks;
#include maps\mp\_visionset_mgr;
#include maps\mp\zombies\_zm_laststand;
#include maps\mp\gametypes_zm\_hud;
#include maps\mp\zombies\_zm_powerups;
#include maps\mp\zm_transit;
#include maps\mp\createart\zm_transit_art;
#include maps\mp\createfx\zm_transit_fx;
init()
{
//fx list
level.myFx = [];
//precache all fxs for fx list
//level thread precache_myfx();
}
precache_myfx()
{
level endon( "end_game" );
level.myFx = [];
level.myFx[ 0 ] = loadfx( "env/electrical/fx_elec_wire_spark_burst" ); //small spark loop
level.myFx[ 1 ] = loadfx( "maps/zombie/fx_zmb_race_trail_grief" ); //ee bolt
level.myFx[ 2 ] = loadfx( "maps/zombie/fx_zmb_race_trail_neutral" ); //ee bolt
level.myFx[ 3 ] = loadfx( "maps/zombie/fx_zmb_tranzit_sq_lightning_orb" ); //works
level.myFx[ 4 ] = loadfx( "maps/zombie/fx_zombie_zapper_light_green" ); //no
level.myFx[ 5 ] = loadfx( "maps/zombie/fx_zombie_zapper_light_red" ); //no
level.myFx[ 6 ] = loadfx( "maps/zombie/fx_zmb_tranzit_marker" ); //yes pandora
level.myFx[ 7 ] = loadfx( "maps/zombie/fx_zmb_tranzit_marker_fl" ); //yes pandora
level.myFx[ 8 ] = loadfx( "misc/fx_zombie_couch_effect" ); //lighting beam buyable
level.myFx[ 9 ] = loadfx( "maps/zombie/fx_zmb_tranzit_lava_torso_explo" ); //small explo with explo and blood
level.myFx[ 10 ] = loadfx( "maps/zombie/fx_zmb_tranzit_bus_headlight" ); //stays on 4 lights, front bus lights
level.myFx[ 11 ] = loadfx( "lens_flares/fx_lf_zmb_tranzit_bus_headlight" ); //stays on small-medium yellow light orb similiar to mystery
level.myFx[ 12 ] = loadfx( "maps/zombie/fx_zmb_tranzit_bus_brakelights" ); //stays on red back lights of bus
level.myFx[ 13 ] = loadfx( "maps/zombie/fx_zmb_tranzit_bus_flashing_lights" ); //stays on orane red back lights of bus
level.myFx[ 14 ] = loadfx( "maps/zombie/fx_zmb_tranzit_bus_turnsignal_right" ); //small red light bulb
level.myFx[ 15 ] = loadfx( "maps/zombie/fx_zmb_tranzit_bus_turnsignal_left" ); //small red light bulb
level.myFx[ 16 ] = loadfx( "maps/zombie/fx_zmb_tranzit_bus_fog_intersect" ); //dark smoke broom nice curtain collapses
level.myFx[ 17 ] = loadfx( "maps/zombie/fx_zmb_tranzit_bus_fire_driving" ); //fire trails of bus nice non loop for fire area?
level.myFx[ 18 ] = loadfx( "maps/zombie/fx_zmb_tranzit_bus_hatch_bust" ); //no fx
level.myFx[ 19 ] = loadfx( "electrical/fx_elec_player_md" ); //no loop, med electric 5 sec
level.myFx[ 20 ] = loadfx( "electrical/fx_elec_player_sm" ); //same as above
level.myFx[ 21 ] = loadfx( "electrical/fx_elec_player_torso" ); //same
level.myFx[ 22 ] = loadfx( "maps/zombie/fx_zombie_eye_single_blue" ); //stays on
level.myFx[ 23 ] = loadfx( "env/fire/fx_fire_lava_player_torso" ); //nice fire sm med 10 sec
//Might need to be disabled _>
level.myFx[ 24 ] = loadfx( "maps/zombie/fx_zmb_morsecode_traffic_loop" ); //stays on flicer red
level.myFx[ 25 ] = loadfx( "maps/zombie/fx_zmb_morsecode_loop" ); //stays on orange red bulb maybe for weapon fx
//// <_
level.myFx[ 26 ] = loadfx( "bio/insects/fx_insects_swarm_md_light" ); //small flies, loops
level.myFx[ 27 ] = loadfx( "maps/zombie/fx_zmb_tranzit_flourescent_flicker" ); //stays on white fluor
level.myFx[ 28 ] = loadfx( "maps/zombie/fx_zmb_tranzit_flourescent_glow" ); // same, no flicker
level.myFx[ 29 ] = loadfx( "maps/zombie/fx_zmb_tranzit_flourescent_glow_lg" ); //same lighter
level.myFx[ 30 ] = loadfx( "maps/zombie/fx_zmb_tranzit_flourescent_dbl_glow" ); //nice flat 3 light long bulb glow
level.myFx[ 31 ] = loadfx( "maps/zombie/fx_zmb_tranzit_depot_map_flicker" ); //bus sign station light flicker
level.myFx[ 32 ] = loadfx( "maps/zombie/fx_zmb_tranzit_light_bulb_xsm" ); //white glow bulb
level.myFx[ 33 ] = loadfx( "maps/zombie/fx_zmb_tranzit_light_glow" ); //big white glow bulb
level.myFx[ 34 ] = loadfx( "maps/zombie/fx_zmb_tranzit_light_glow_xsm" ); //small glow white bulb
level.myFx[ 35 ] = loadfx( "maps/zombie/fx_zmb_tranzit_light_glow_fog" ); //big white glow bulb without bulb
level.myFx[ 36 ] = loadfx( "maps/zombie/fx_zmb_tranzit_light_depot_cans" ); //light circle pointing straight upwards
level.myFx[ 37 ] = loadfx( "maps/zombie/fx_zmb_tranzit_light_desklamp" ); //small glow bulb
level.myFx[ 38 ] = loadfx( "maps/zombie/fx_zmb_tranzit_light_town_cans" ); //big glow circle can pointing straight upwards
level.myFx[ 39 ] = loadfx( "maps/zombie/fx_zmb_tranzit_light_town_cans_sm" ); //smaller one as above
level.myFx[ 40 ] = loadfx( "maps/zombie/fx_zmb_tranzit_light_street_tinhat" ); //big lamp pointing upwards, no light source, glow
level.myFx[ 41 ] = loadfx( "maps/zombie/fx_zmb_tranzit_street_lamp" ); //light boxy light around a lamp nice maybe with sq glow, shootable flyable objects
level.myFx[ 42 ] = loadfx( "maps/zombie/fx_zmb_tranzit_truck_light" ); //white beam pointing upwards, has light plate underneath
level.myFx[ 43 ] = loadfx( "maps/zombie/fx_zmb_tranzit_spark_int_runner" ); //big spark explos (mediium), loops
level.myFx[ 44 ] = loadfx( "maps/zombie/fx_zmb_tranzit_spark_ext_runner" ); //big spark ( tighter sparks + yellow ), loops
level.myFx[ 45 ] = loadfx( "maps/zombie/fx_zmb_tranzit_spark_blue_lg_loop" ); //fast blue spark small med loop
level.myFx[ 46 ] = loadfx( "maps/zombie/fx_zmb_tranzit_spark_blue_sm_loop" ); //nice loop forward, lighting bolts good for weapon upgrade fx
level.myFx[ 47 ] = loadfx( "maps/zombie/fx_zmb_tranzit_bar_glow" ); //red glow bar sigh
level.myFx[ 48 ] = loadfx( "maps/zombie/fx_zmb_tranzit_transformer_on" ); //med electric loop wirey style
level.myFx[ 49 ] = loadfx( "fog/fx_zmb_fog_closet" ); //not good
level.myFx[ 50 ] = loadfx( "fog/fx_zmb_fog_low_300x300" ); //not good
level.myFx[ 51 ] = loadfx( "fog/fx_zmb_fog_thick_600x600" ); //nice for edges
level.myFx[ 52 ] = loadfx( "fog/fx_zmb_fog_thick_1200x600" ); //nice for edges
level.myFx[ 53 ] = loadfx( "fog/fx_zmb_fog_transition_600x600" ); //big
level.myFx[ 54 ] = loadfx( "fog/fx_zmb_fog_transition_1200x600" ); //yes
level.myFx[ 55 ] = loadfx( "fog/fx_zmb_fog_transition_right_border" ); //no
level.myFx[ 56 ] = loadfx( "maps/zombie/fx_zmb_tranzit_smk_interior_md" );
level.myFx[ 57 ] = loadfx( "maps/zombie/fx_zmb_tranzit_smk_interior_heavy" );
level.myFx[ 58 ] = loadfx( "maps/zombie/fx_zmb_ash_ember_1000x1000" );
level.myFx[ 59 ] = loadfx( "maps/zombie/fx_zmb_ash_ember_2000x1000" );
level.myFx[ 60 ] = loadfx( "maps/zombie/fx_zmb_ash_rising_md" );
level.myFx[ 61 ] = loadfx( "maps/zombie/fx_zmb_ash_windy_heavy_sm" ); // nice
level.myFx[ 62 ] = loadfx( "maps/zombie/fx_zmb_ash_windy_heavy_md" ); //yes
level.myFx[ 63 ] = loadfx( "maps/zombie/fx_zmb_lava_detail" ); //no
level.myFx[ 64 ] = loadfx( "maps/zombie/fx_zmb_lava_edge_100" ); //no
level.myFx[ 65 ] = loadfx( "maps/zombie/fx_zmb_lava_50x50_sm" ); //no
level.myFx[ 66 ] = loadfx( "maps/zombie/fx_zmb_lava_100x100" ); //no
level.myFx[ 67 ] = loadfx( "maps/zombie/fx_zmb_lava_river" ); //nice
level.myFx[ 68 ] = loadfx( "maps/zombie/fx_zmb_lava_creek" ); //nice small loopin
level.myFx[ 69 ] = loadfx( "maps/zombie/fx_zmb_lava_crevice_glow_50" ); //nice
level.myFx[ 70 ] = loadfx( "maps/zombie/fx_zmb_lava_crevice_glow_100" ); //bigger nice
level.myFx[ 71 ] = loadfx( "maps/zombie/fx_zmb_lava_crevice_smoke_100" ); //nice big orange smoke loop
level.myFx[ 72 ] = loadfx( "maps/zombie/fx_zmb_lava_smoke_tall" ); //very nice very big orange smoke loop
level.myFx[ 73 ] = loadfx( "maps/zombie/fx_zmb_lava_smoke_pit" ); //big smoke time
level.myFx[ 74 ] = loadfx( "maps/zombie/fx_zmb_tranzit_bowling_sign_fog" ); //light blue dots in a line
level.myFx[ 75 ] = loadfx( "maps/zombie/fx_zmb_tranzit_lava_distort" );//nice weird gas fume effect
level.myFx[ 76 ] = loadfx( "maps/zombie/fx_zmb_tranzit_lava_distort_sm" );//smaller same
level.myFx[ 77 ] = loadfx( "maps/zombie/fx_zmb_tranzit_lava_distort_detail" );//smaller
level.myFx[ 78 ] = loadfx( "maps/zombie/fx_zmb_tranzit_fire_med" ); //nice med fire
level.myFx[ 79 ] = loadfx( "maps/zombie/fx_zmb_tranzit_fire_lrg" ); //big fire
level.myFx[ 80 ] = loadfx( "maps/zombie/fx_zmb_tranzit_smk_column_lrg" ); //big black smoke
level.myFx[ 81 ] = loadfx( "maps/zombie/fx_zmb_papers_windy_slow" ); //no
/*
//commented out to test remaingin fxs
level.myFx[ 82 ] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_short_warm" ); //nice
level.myFx[ 83 ] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_vault" ); //bigger nice
level.myFx[ 84 ] = loadfx( "maps/zombie/fx_zmb_tranzit_key_glint" ); //small yellow glint bulb flick
level.myFx[ 85 ] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_interior_med" ); //2d ray
level.myFx[ 86 ] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_interior_long" ); //2d ray
level.myFx[ 87 ] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_depot_cool" ); //yes
level.myFx[ 88 ] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_depot_warm" ); //yes
level.myFx[ 89 ] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_tunnel_warm" ); //yes big
level.myFx[ 90 ] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_pwr_station" );
level.myFx[ 91 ] = loadfx( "maps/zombie/fx_zmb_tranzit_light_safety" ); //green light glow
level.myFx[ 92 ] = loadfx( "maps/zombie/fx_zmb_tranzit_light_safety_off" ); //flicker white light same
level.myFx[ 93 ] = loadfx( "maps/zombie/fx_zmb_tranzit_light_safety_max" ); //faster white flicker and sparks
level.myFx[ 94 ] = loadfx( "maps/zombie/fx_zmb_tranzit_light_safety_ric" ); //green fastfast flicker and sparks
level.myFx[ 95 ] = loadfx( "maps/zombie/fx_zmb_tranzit_bridge_dest" ); //big wood explos, then bus track fire
level.myFx[ 96 ] = loadfx( "maps/zombie/fx_zmb_tranzit_power_pulse" ); //big electric power pulse nice
level.myFx[ 97 ] = loadfx( "maps/zombie/fx_zmb_tranzit_power_on" );
*/
level.myFx[ 82 ] = loadfx( "maps/zombie/fx_zmb_tranzit_power_rising" ); //cool
level.myFx[ 83 ] = loadfx( "maps/zombie/fx_zmb_avog_storm" ); //storm clouds above loop
level.myFx[ 84 ] = loadfx( "maps/zombie/fx_zmb_avog_storm_low" ); //no work
level.myFx[ 85 ] = loadfx( "maps/zombie/fx_zmb_tranzit_window_dest_lg" ); //puff and window breaks
level.myFx[ 86 ] = loadfx( "maps/zombie/fx_zmb_tranzit_spark_blue_lg_os" ); //cool blue explo
level.myFx[ 87 ] = loadfx( "maps/zombie/fx_zmb_race_zombie_spawn_cloud" ); //no
level.myFx[ 88 ] = level._effect[ "jetgun_smoke_cloud" ];
level.myFx[ 89 ] = level._effect[ "jetgun_knockdown_ground" ];
level.myFx[ 90 ] = level._effect[ "zombie_guts_explosion" ];
level.myFx[ 91 ] = level._effect["avogadro_phasing"];
level.myFx[ 92 ] = level._effect[ "avogadro_bolt" ];
level.myFx[ 93 ] = level._effect["avogadro_phasing"];
level.myFx[ 94 ] = level._effect["avogadro_health_full"];
level.myFx[ 95 ] = level._effect["avogadro_health_half"];
level.myFx[ 96 ] = level._effect["avogadro_health_low"];
level._effect[97] = loadfx( "misc/fx_zombie_powerup_on_red" );
level._effect[98] = loadfx( "misc/fx_zombie_powerup_red_grab" );
level._effect[99] = loadfx( "misc/fx_zombie_powerup_red_wave" );
//Test stuff from BO2 Beta dumb
//FOG
/*
level.myFx[ 88 ] = loadfx("env/smoke/fx_fog_ground_rising_md");
level.myFx[ 89 ] = loadfx("env/smoke/fx_fog_rolling_ground_md");
level.myFx[ 90 ] = loadfx("env/smoke/fx_fog_large_slow");
level.myFx[ 91 ] = loadfx("env/smoke/fx_fog_lit_overhead");
level.myFx[ 92 ] = loadfx("maps/zombie_bus/fx_zbus_fog_barrier");
// Lights -
level.myFx[ 93 ] = loadfx("env/light/fx_dlight_fire_glow");
level.myFx[ 94 ] = loadfx("env/light/fx_light_overhead");
//level.myFx[ 95 ] = loadfx("env/light/fx_light_red_on_lg");
//level.myFx[ 96 ] = loadfx("env/light/fx_street_light");
//level.myFx[ 97 ] = loadfx("env/light/fx_search_light_tower");
*/
//Weather
//level.myFx[ 88 ] = LoadFx( "maps/zombie_bus/fx_zbus_rain_lg" );
}