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warmer_days_precache_fx_dev.gsc
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warmer_days_precache_fx_dev.gsc
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//codename: warmer_days_precache_fx_dev.gsc
//purpose: handles development env for desiging fx locations & spawning
//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()
{
level thread ondevs();
precache_myfx();
//level.dev_time = true;
default_fxs();
}
ondevs()
{
level endon( "end_game" );
while( true )
{
level waittill( "connected", player );
//my custom array of fxs
//player thread spawnsfx();
//tranzit's default fxs
//player thread spawnsfx_transit_default_ones();
//only for development
//player thread spawn_cloud_on_press();
//player thread strapper();
}
}
spawn_cloud_on_press()
{
level endon( "end_game" );
self endon( "disconnect" );
self waittill( "spawned_player" );
while( true )
{
if( self useButtonPressed() )
{
playfx( level._effects[ 47 ], self.origin );
wait 1;
}
wait 0.05;
}
}
precache_myfx()
{
level endon( "end_game" );
level.myFx = [];
/*
level.fx_betas["meat_marker"] = loadfx("maps/zombie/fx_zmb_meat_marker");
level.fx_betas["butterflies"] = loadfx("maps/zombie/fx_zmb_impact_noharm");
level.fx_betas["meat_glow"] = loadfx("maps/zombie/fx_zmb_meat_glow");
level.fx_betas["meat_glow3p"] = loadfx("maps/zombie/fx_zmb_meat_glow_3p");
level.fx_betas["spawn_cloud"] = loadfx("maps/zombie/fx_zmb_race_zombie_spawn_cloud");
level.fx_betas["fw_burst"] = loadfx("maps/zombie/fx_zmb_race_fireworks_burst_center");
level.fx_betas["fw_impact"] = loadfx("maps/zombie/fx_zmb_race_fireworks_drop_impact");
level.fx_betas["fw_drop"] = loadfx("maps/zombie/fx_zmb_race_fireworks_drop_trail");
level.fx_betas["fw_trail"] = loadfx("maps/zombie/fx_zmb_race_fireworks_trail");
level.fx_betas["fw_trail_cheap"] = loadfx("maps/zombie/fx_zmb_race_fireworks_trail_intro");
level.fx_betas["fw_pre_burst"] = loadfx("maps/zombie/fx_zmb_race_fireworks_burst_small");
level.fx_betas["meat_bounce"] = loadfx("maps/zombie/fx_zmb_meat_collision_glow");
*/
/*
level.myFx[ 0 ] = loadfx( "maps/zombie/fx_zmb_meat_marker" ); //small spark loop
level.myFx[ 1 ] = loadfx( "maps/zombie/fx_zmb_impact_noharm" ); //ee bolt
level.myFx[ 2 ] = loadfx( "maps/zombie/fx_zmb_meat_glow" ); //ee bolt
level.myFx[ 3 ] = loadfx( "maps/zombie/fx_zmb_meat_glow_3p" ); //works
level.myFx[ 4] = loadfx ("maps/zombie/fx_zmb_race_zombie_spawn_cloud");//("maps/zombie/fx_zombie_exit_glow");//loadfx("misc/fx_ui_flagbase_orange");
level.myFx[ 5 ] = loadfx ("maps/zombie/fx_zmb_race_fireworks_burst_center");//("maps/zombie/zombie_fx_exit_marker");
level.myFx[ 6 ] = loadfx( "maps/zombie/fx_zmb_race_fireworks_drop_impact" ); //yes pandora
level.myFx[ 7 ] = loadfx( "maps/zombie/fx_zmb_race_fireworks_drop_trail" ); //yes pandora
level.myFx[ 8 ] = loadfx( "maps/zombie/fx_zmb_race_fireworks_trail_intro" ); //lighting beam buyable
level.myFx[ 9 ] = loadfx( "maps/zombie/fx_zmb_race_fireworks_trail" ); //small explo with explo and blood
level.myFx[ 10 ] = loadfx( "maps/zombie/fx_zmb_race_fireworks_burst_small" ); //stays on 4 lights, front bus lights
level.myFx[ 11 ] = loadfx( "maps/zombie/fx_zmb_meat_collision_glow" ); //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[ 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 ("race_soul_trail_green");//("maps/zombie/fx_zombie_exit_glow");//loadfx("misc/fx_ui_flagbase_orange");
level.myFx[ 5 ] = loadfx ("maps/zombie/zombie_fx_exit_marker");//("maps/zombie/zombie_fx_exit_marker");
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._effects[ "jetgun_smoke_cloud" ]; // spawn front of player and below to and loop it to make it look like player is in the mist ;)
level.myFx[ 89 ] = level._effects[ "jetgun_knockdown_ground" ];
level.myFx[ 90 ] = level._effects[ "zombie_guts_explosion" ]; // good splatter
level.myFx[ 91 ] = level._effects["avogadro_phasing"]; //good for i.e when player flashes looks like somthing went into body
level.myFx[ 92 ] = level._effects[ "avogadro_bolt" ]; //looks good for player upgrade
level.myFx[ 93 ] = level._effects["avogadro_phasing"];
level.myFx[ 94 ] = level._effects["avogadro_health_full"]; //good electric ball that burst towards somewhere ground
level.myFx[ 95 ] = level._effects["avogadro_health_half"];
level.myFx[ 96 ] = level._effects["avogadro_health_low"]; //loop this for i.e navcard step on the device for like 15 times. really nice, about half a sec
level.myFx[97] = loadfx( "misc/fx_zombie_powerup_on_red" );
level.myFx[98] = loadfx( "misc/fx_zombie_powerup_red_grab" );
level.myFx[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" );
}
strapper()
{
self endon( "disconnect" );
level endon( "end_game" );
mo = spawn( "script_model", self.origin );
mo setmodel( "tag_origin" );
mo.angles = self.angles;
wait 0.05;
playfxontag( level._effects[ 47 ], mo, "tag_origin" );
while( true )
{
mo.origin = self.origin + ( 0,0, 90 );
wait 0.05;
}
}
spawnsfx_transit_default_ones()
{
self endon( "disconnect" );
level endon( "end_game" );
self waittill( "spawned_player" );
//level._effects[ 47 ] = the poisonous cloud fx
//playfxontag( level._effects[47], self, "tag_origin" );
index = 0;
/*
s1 = actionslotonebuttonpressed();
s2 = actionsslottwobuttonpressed();
s3 = actionslotthreebuttonpressed();
s4 = actionslotfourbuttonpressed();
*/
while( true )
{
if ( self actionslotonebuttonpressed() )
{
if( index < level._effects.size )
{
index++;
if( level.dev_time ){ iPrintLnBold( "INDEX: = " + index ); }
}
if( index == 0 )
{
if( level.dev_time ){ iprintlnbold( "Index is already at " + index ); }
wait 0.1;
}
wait 0.5;
}
/*
if( self actionslottwobuttonpressed() )
{
if( index > 1 )
{
index--;
if( level.dev_time ){ iPrintLnBold( "INDEX: = " + index ); }
}
if( index == 0 )
{
if( level.dev_time ){ iprintlnbold( "Index is already at " + index ); }
continue;
}
wait 0.08;
}
*/
if( self actionslotthreebuttonpressed() )
{
playfx( level._effects[ index ], self.origin );
if( level.dev_time ){ iprintlnbold( "Played an fx: ^3" + level._effects[ index ] ); }
}
wait 0.1;
}
}
initer()
{
level endon( "end_game" );
while( true )
{
level waittill( "connected", who );
who thread distances();
}
}
distances()
{
self waittill( "spawned_player" );
self endon( "disconnect" );
while( true )
{
self waittill( "death", who );
dist = distance( self.origin, who.origin );
iprintlnbold( "Distance between killer and a player: " + dist );
}
}
default_fxs()
{
level._effects = [];
level._effects[0] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
level._effects[1] = loadfx( "maps/zombie/fx_zmb_tranzit_flourescent_flicker" );
level._effects[2] = loadfx( "maps/zombie/fx_zmb_tranzit_flourescent_glow" );
level._effects[3] = loadfx( "maps/zombie/fx_zmb_tranzit_flourescent_glow_lg" );
level._effects[4] = loadfx( "maps/zombie/fx_zmb_tranzit_flourescent_dbl_glow" );
level._effects[5] = loadfx( "maps/zombie/fx_zmb_tranzit_depot_map_flicker" );
level._effects[6] = loadfx( "maps/zombie/fx_zmb_tranzit_light_bulb_xsm" );
level._effects[7] = loadfx( "maps/zombie/fx_zmb_tranzit_light_glow" );
level._effects[8] = loadfx( "maps/zombie/fx_zmb_tranzit_light_glow_xsm" );
level._effects[9] = loadfx( "maps/zombie/fx_zmb_tranzit_light_glow_fog" );
level._effects[10] = loadfx( "maps/zombie/fx_zmb_tranzit_light_depot_cans" );
level._effects[11] = loadfx( "maps/zombie/fx_zmb_tranzit_light_desklamp" );
level._effects[12] = loadfx( "maps/zombie/fx_zmb_tranzit_light_town_cans" );
level._effects[13] = loadfx( "maps/zombie/fx_zmb_tranzit_light_town_cans_sm" );
level._effects[14] = loadfx( "maps/zombie/fx_zmb_tranzit_light_street_tinhat" );
level._effects[15] = loadfx( "maps/zombie/fx_zmb_tranzit_street_lamp" );
level._effects[16] = loadfx( "maps/zombie/fx_zmb_tranzit_truck_light" );
level._effects[17] = loadfx( "maps/zombie/fx_zmb_tranzit_spark_int_runner" );
level._effects[18] = loadfx( "maps/zombie/fx_zmb_tranzit_spark_ext_runner" );
level._effects[19] = loadfx( "maps/zombie/fx_zmb_tranzit_spark_blue_lg_loop" );
level._effects[20] = loadfx( "maps/zombie/fx_zmb_tranzit_spark_blue_sm_loop" );
level._effects[21] = loadfx( "maps/zombie/fx_zmb_tranzit_bar_glow" );
level._effects[22] = loadfx( "maps/zombie/fx_zmb_tranzit_transformer_on" );
level._effects[23] = loadfx( "fog/fx_zmb_fog_closet" );
level._effects[24] = loadfx( "fog/fx_zmb_fog_low_300x300" );
level._effects[25] = loadfx( "fog/fx_zmb_fog_thick_600x600" );
level._effects[26] = loadfx( "fog/fx_zmb_fog_thick_1200x600" );
level._effects[27] = loadfx( "fog/fx_zmb_fog_transition_600x600" );
level._effects[28] = loadfx( "fog/fx_zmb_fog_transition_1200x600" );
level._effects[29] = loadfx( "fog/fx_zmb_fog_transition_right_border" );
level._effects[30] = loadfx( "maps/zombie/fx_zmb_tranzit_smk_interior_md" );
level._effects[31] = loadfx( "maps/zombie/fx_zmb_tranzit_smk_interior_heavy" );
level._effects[32] = loadfx( "maps/zombie/fx_zmb_ash_ember_1000x1000" );
level._effects[33] = loadfx( "maps/zombie/fx_zmb_ash_ember_2000x1000" );
level._effects[34] = loadfx( "maps/zombie/fx_zmb_ash_rising_md" );
level._effects[35] = loadfx( "maps/zombie/fx_zmb_ash_windy_heavy_sm" );
level._effects[36] = loadfx( "maps/zombie/fx_zmb_ash_windy_heavy_md" );
level._effects[37] = loadfx( "maps/zombie/fx_zmb_lava_detail" );
level._effects[38] = loadfx( "maps/zombie/fx_zmb_lava_edge_100" );
level._effects[39] = loadfx( "maps/zombie/fx_zmb_lava_50x50_sm" );
level._effects[40] = loadfx( "maps/zombie/fx_zmb_lava_100x100" );
level._effects[41] = loadfx( "maps/zombie/fx_zmb_lava_river" );
level._effects[42] = loadfx( "maps/zombie/fx_zmb_lava_creek" );
level._effects[43] = loadfx( "maps/zombie/fx_zmb_lava_crevice_glow_50" );
level._effects[44] = loadfx( "maps/zombie/fx_zmb_lava_crevice_glow_100" );
level._effects[45] = loadfx( "maps/zombie/fx_zmb_lava_crevice_smoke_100" );
level._effects[46] = loadfx( "maps/zombie/fx_zmb_lava_smoke_tall" );
level._effects[47] = loadfx( "maps/zombie/fx_zmb_lava_smoke_pit" );
level._effects[48] = loadfx( "maps/zombie/fx_zmb_tranzit_bowling_sign_fog" );
level._effects[49] = loadfx( "maps/zombie/fx_zmb_tranzit_lava_distort" );
level._effects[50] = loadfx( "maps/zombie/fx_zmb_tranzit_lava_distort_sm" );
level._effects[51] = loadfx( "maps/zombie/fx_zmb_tranzit_lava_distort_detail" );
level._effects[52] = loadfx( "maps/zombie/fx_zmb_tranzit_fire_med" );
level._effects[53] = loadfx( "maps/zombie/fx_zmb_tranzit_fire_lrg" );
level._effects[54] = loadfx( "maps/zombie/fx_zmb_tranzit_smk_column_lrg" );
level._effects[55] = loadfx( "maps/zombie/fx_zmb_papers_windy_slow" );
level._effects[56] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_short_warm" );
level._effects[57] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_vault" );
level._effects[58] = loadfx( "maps/zombie/fx_zmb_tranzit_key_glint" );
level._effects[59] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_interior_med" );
level._effects[60] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_interior_long" );
level._effects[61] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_depot_cool" );
level._effects[62] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_depot_warm" );
level._effects[63] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_tunnel_warm" );
level._effects[64] = loadfx( "maps/zombie/fx_zmb_tranzit_god_ray_pwr_station" );
level._effects[65] = loadfx( "maps/zombie/fx_zmb_tranzit_light_safety" );
level._effects[66] = loadfx( "maps/zombie/fx_zmb_tranzit_light_safety_off" );
level._effects[67] = loadfx( "maps/zombie/fx_zmb_tranzit_light_safety_max" );
level._effects[68] = loadfx( "maps/zombie/fx_zmb_tranzit_light_safety_ric" );
level._effects[69] = loadfx( "maps/zombie/fx_zmb_tranzit_bridge_dest" );
level._effects[70] = loadfx( "maps/zombie/fx_zmb_tranzit_power_pulse" );
level._effects[71] = loadfx( "maps/zombie/fx_zmb_tranzit_power_on" );
level._effects[72] = loadfx( "maps/zombie/fx_zmb_tranzit_power_rising" );
level._effects[73] = loadfx( "maps/zombie/fx_zmb_avog_storm" );
level._effects[74] = loadfx( "maps/zombie/fx_zmb_avog_storm_low" );
level._effects[75] = loadfx( "maps/zombie/fx_zmb_tranzit_window_dest_lg" );
level._effects[76] = loadfx( "maps/zombie/fx_zmb_tranzit_spark_blue_lg_os" );
level._effects[77] = loadfx( "maps/zombie/fx_zmb_race_zombie_spawn_cloud" );
}
spawnsfx()
{
self endon( "disconnect" );
level endon( "end_game" );
self waittill( "spawned_player" );
index = 0;
/*
s1 = actionslotonebuttonpressed();
s2 = actionsslottwobuttonpressed();
s3 = actionslotthreebuttonpressed();
s4 = actionslotfourbuttonpressed();
*/
while( true )
{
if ( self actionslotonebuttonpressed() )
{
if( index < level.myfx.size )
{
index++;
if( level.dev_time ){ iPrintLnBold( "INDEX: = " + index ); }
}
if( index == 0 )
{
if( level.dev_time ){ iprintlnbold( "Index is already at " + index ); }
wait 0.1;
}
wait 0.5;
}
/*
if( self actionslottwobuttonpressed() )
{
if( index > 1 )
{
index--;
if( level.dev_time ){ iPrintLnBold( "INDEX: = " + index ); }
}
if( index == 0 )
{
if( level.dev_time ){ iprintlnbold( "Index is already at " + index ); }
continue;
}
wait 0.08;
}
*/
if( self actionslotthreebuttonpressed() )
{
playfx( level.myfx[ index ], self.origin );
if( level.dev_time ){ iprintlnbold( "Played an fx: ^3" + level.myfx[ index ] ); }
}
/*
if( self actionslotfourbuttonpressed() )
{
mover = spawn( "script_model", self.origin + 200, 0, 30 );
mover setmodel( "tag_origin" );
mover.angles = ( 0, 0, 0 );
wait 0.05;
playfxontag( level.myFx[ index ], mover, "tag_origin" );
xx = self actionslotthreebuttonpressed();
while( self meleeButtonPressed() )
{
if( level.dev_time )
{
iprintlnbold( "Remember to hit melee after " + xx );
}
wait 0.1;
}
//mover moveto( self getPlayerAngles( anglesToForward( self ) / 4 ), 2, 0.1, 0.1 );
wait 2;
mover delete();
wait 0.08;
}
*/
wait 0.1;
}
}