//**************************************************************************** // ** // Confidential - (C) Activision Publishing, Inc. 2010 ** // ** //**************************************************************************** // ** // Module: FX Support ** // ** // Created: DATE - CREATOR ** // ** //**************************************************************************** #include maps\_utility; #include maps\_lights; #include common_scripts\utility; #include common_scripts\_nx_fx; #include maps\_anim; #include maps\_nx_vignette_util; #include maps\_vehicle; main() { fx_init_flags(); if ( !getdvarint( "r_reflectionProbeGenerate" ) ) maps\createfx\nx_rocket_fx::main(); //Ambient FX //level._effect[ "bird_seagull_flock_large" ] = loadfx( "misc/bird_seagull_flock_large" ); level._effect[ "nx_rocket_intro_lightglow" ] = loadfx( "nx/misc/nx_light_fake_white_small_lowflare" ); level._effect[ "nx_light_white_small_lowflare" ] = loadfx( "nx/misc/nx_light_white_small_lowflare" ); level._effect[ "nx_light_white_small_lowflare_blink" ] = loadfx( "nx/misc/nx_light_white_small_lowflare_blink" ); level._effect[ "nx_light_blue_small" ] = loadfx( "nx/misc/nx_light_blue_small" ); level._effect[ "intro_chopper_light"] = loadfx( "nx/lights/nx_light_rocket_intro_chopper"); level._effect[ "nx_water_watefall_crash_runner_fast" ] = loadfx( "nx/water/nx_water_watefall_crash_runner_fast" ); //intro fx level._effect[ "nx_antiair_runner_rocket_intro_close" ] = loadfx( "nx/misc/nx_antiair_runner_rocket_intro_close" ); level._effect[ "nx_aa_explosion_large" ] = loadfx( "nx/explosions/nx_aa_explosion_large" ); level._effect[ "c102_medium_afterburner" ] = loadfx( "nx/fire/nx_repel_looping_medium_afterburner" ); level._effect[ "nx_rocket_jet_contrail_intro" ] = loadfx( "nx/smoke/nx_rocket_jet_contrail_intro" ); //vehicle fx //level._effect[ "nx_car_headlight_beam_far" ] = loadfx( "nx/misc/nx_car_headlight_beam_far" ); //level._effect[ "car_brakelight_btr80" ] = loadfx( "misc/car_brakelight_btr80" ); //rocket fx level._effect[ "nx_explosion_rocket_01" ] = loadfx( "nx/explosions/nx_explosion_rocket_01" ); level._effect[ "nx_smoke_rocket_blast_01" ] = loadfx( "nx/smoke/nx_smoke_rocket_blast_01" ); level._effect[ "nx_sparks_rocket_fan" ] = loadfx( "nx/fire/nx_sparks_rocket_fan" ); level._effect[ "nx_smoke_rocket_base_jet" ] = loadfx( "nx/smoke/nx_smoke_rocket_base_jet" ); level._effect[ "nx_jet_rocket_afterburner_ignite" ] = loadfx( "nx/fire/nx_jet_rocket_afterburner_ignite" ); level._effect[ "nx_smoke_rocket_afterburner_liftoff" ] = loadfx( "nx/smoke/nx_smoke_rocket_afterburner_liftoff" ); level._effect[ "nx_smoke_rocket_exhaust_01" ] = loadfx( "nx/smoke/nx_smoke_rocket_exhaust_01" ); level._effect[ "nx_rocket_railgun_hit_01" ] = loadfx( "nx/explosions/nx_rocket_railgun_hit_01" ); level._effect[ "nx_explosion_rocket01" ] = loadfx( "nx/explosions/nx_explosion_rocket01" ); level._effect[ "nx_explosion_rocket01_small" ] = loadfx( "nx/explosions/nx_explosion_rocket01_small" ); level._effect[ "nx_fire_smoke_trail_emitter_rocket" ] = loadfx( "nx/fire/nx_fire_smoke_trail_emitter_rocket" ); level._effect[ "nx_fire_smoke_trail_emitter_large" ] = loadfx( "nx/fire/nx_fire_smoke_trail_emitter_large" ); level._effect[ "nx_explosion_rocket01_runner" ] = loadfx( "nx/explosions/nx_explosion_rocket01_runner" ); level._effect[ "nx_explosion_rocket_01_child" ] = loadfx( "nx/explosions/nx_explosion_rocket_01_child" ); level._effect[ "nx_light_rocket_prelaunch" ] = loadfx( "nx/misc/nx_light_rocket_prelaunch" ); //Intro bomber explosions, etc level._effect[ "nx_explosion_rocket_intro_bombers" ] = loadfx( "nx/explosions/nx_explosion_rocket_intro_bombers" ); level._effect[ "nx_antiair_runner_rocket_intro" ] = loadfx( "nx/misc/nx_antiair_runner_rocket_intro" ); //secondary fx test stuff /* level._effect[ "nx_debri_rocket_gen" ] = loadfx( "nx/misc/nx_debri_rocket_gen" ); level._effect[ "nx_debri_rocket_gen_mid" ] = loadfx( "nx/misc/nx_debri_rocket_gen_mid" ); level._effect[ "nx_debri_rocket_gen_mid_far" ] = loadfx( "nx/misc/nx_debri_rocket_gen_mid_far" ); level._effect[ "nx_debri_bunker_explode_01" ] = loadfx( "nx/misc/nx_debri_bunker_explode_01" ); */ // level._effect[ "vehicle_explosion_slamraam" ] = LoadFX( "explosions/vehicle_explosion_slamraam" ); // misc fx //level._effect[ "explosion_defualt" ] = LoadFX( "explosions/aa_explosion" ); //level._effect[ "antiair_runner_cloudy" ] = loadfx( "misc/antiair_runner_cloudy" ); level._effect[ "nx_explosion_silo" ] = loadfx( "nx/explosions/nx_explosion_silo" ); //bridge fx level._effect[ "nx_rocket_exploding_pipes" ] = loadfx( "nx/explosions/nx_rocket_exploding_pipes" ); level._effect[ "nx_rocket_vtol_explosion_bridge" ] = loadfx( "nx/explosions/nx_rocket_vtol_explosion_bridge" ); // Cloud FX level._effect[ "cloud_bank_far_gulag" ] = LoadFX( "weather/cloud_bank_far_gulag" ); level._effect[ "nx_cloud_fray" ] = LoadFX( "nx/weather/nx_cloud_fray" ); level._effect[ "nx_cloud_fray_large" ] = LoadFX( "nx/weather/nx_cloud_fray_large" ); level._effect[ "nx_cloud_fray_layer_large" ] = LoadFX( "nx/weather/nx_cloud_fray_layer_large" ); //level._effect[ "nx_cloud_huge_light_preseed" ] = LoadFX( "nx/weather/nx_cloud_huge_light_preseed" ); level._effect[ "nx_cloud_rocket_periph_01" ] = LoadFX( "nx/weather/nx_cloud_rocket_periph_01" ); //level._effect[ "nx_fog_layer_large" ] = LoadFX( "nx/weather/nx_fog_layer_large" ); //level._effect[ "nx_cloud_dark_line" ] = LoadFX( "nx/weather/nx_cloud_dark_line" ); level._effect[ "nx_fog_upfog" ] = LoadFX( "nx/weather/nx_fog_upfog" ); level._effect[ "nx_cloud_storm_fast_intro" ] = LoadFX( "nx/weather/nx_cloud_storm_fast_intro" ); // level._effect[ "nx_cloud_rocket_periph_02" ] = LoadFX( "nx/weather/nx_cloud_rocket_periph_02" ); //level._effect[ "nx_glow_rocket_warm_intro" ] = LoadFX( "nx/misc/nx_glow_rocket_warm_intro" ); //test fx from forest fire //level._effect[ "nx_smoke_plume_large_03_preseed" ] = loadfx( "nx/smoke/nx_smoke_plume_large_03_preseed" ); //level._effect[ "100ton_bomb_cheap" ] = loadfx( "nx/explosions/nx_110ton_bomb_cheap" ); //level._effect[ "nx_smoke_wall_long_preseed" ] = LoadFX( "nx/smoke/nx_smoke_wall_long_preseed" ); //level._effect[ "nx_smoke_wall_long_04_preseed" ] = LoadFX( "nx/smoke/nx_smoke_wall_long_04_preseed" ); //level._effect[ "nx_smoke_wall_street_preseed" ] = LoadFX( "nx/smoke/nx_smoke_wall_street_preseed" ); level._effect[ "nx_smoke_plume_huge" ] = LoadFX( "nx/smoke/nx_smoke_plume_huge" ); //level._effect[ "nx_amb_smoke_blend_large" ] = LoadFX( "nx/smoke/nx_amb_smoke_blend_large" ); //level._effect[ "nx_amb_smoke_blend_large_02" ] = LoadFX( "nx/smoke/nx_amb_smoke_blend_large_02" ); //level._effect[ "nx_ash_cloud_light" ] = LoadFX( "nx/misc/nx_ash_cloud_light" ); level._effect[ "nx_ash_cloud_heavy" ] = LoadFX( "nx/misc/nx_ash_cloud_heavy" ); //level._effect[ "ash_turb_aftermath" ] = LoadFX( "weather/ash_turb_aftermath" ); level._effect[ "nx_smoke_amb_scrolling_smoke" ] = loadfx( "nx/smoke/nx_smoke_amb_scrolling_smoke" ); level._effect[ "nx_amb_smoke_plume_scattered_light_preseed" ] = loadfx( "nx/smoke/nx_amb_smoke_plume_scattered_light_preseed" ); level._effect[ "nx_amb_smoke_scattered_light_large_preseed" ] = loadfx( "nx/smoke/nx_amb_smoke_scattered_light_large_preseed" ); level._effect[ "nx_smoke_plume_periph_large_black" ] = loadfx( "nx/smoke/nx_smoke_plume_periph_large_black" ); level._effect[ "nx_smoke_plume_periph_large_black_preseed" ] = loadfx( "nx/smoke/nx_smoke_plume_periph_large_black_preseed" ); level._effect[ "nx_smoke_plume_huge_periph_preseed" ] = loadfx( "nx/smoke/nx_smoke_plume_huge_periph_preseed" ); level._effect[ "nx_smoke_plume_huge_periph_dark_preseed" ] = loadfx( "nx/smoke/nx_smoke_plume_huge_periph_dark_preseed" ); level._effect[ "nx_amb_smoke_fastground" ] = loadfx( "nx/smoke/nx_amb_smoke_fastground" ); level._effect[ "nx_amb_smoke_blend_large" ] = LoadFX( "nx/smoke/nx_amb_smoke_blend_large" ); level._effect[ "nx_amb_smoke_blend_large_02" ] = LoadFX( "nx/smoke/nx_amb_smoke_blend_large_02" ); level._effect[ "nx_fire_building_large" ] = LoadFX( "nx/fire/nx_fire_building_large" ); level._effect[ "nx_debri_paper_falling_building" ] = LoadFX( "nx/misc/nx_debri_paper_falling_building" ); level._effect[ "nx_ash_cloud_heavy_runner" ] = LoadFX( "nx/misc/nx_ash_cloud_heavy_runner" ); level._effect[ "nx_smoke_street_fog_oriented" ] = LoadFX( "nx/smoke/nx_smoke_street_fog_oriented" ); level._effect[ "nx_smoke_street_mid_periph" ] = LoadFX( "nx/smoke/nx_smoke_street_mid_periph" ); level._effect[ "fire_light" ] = LoadFX( "nx/misc/nx_light_orange_large" ); level._effect[ "fire_light_small" ] = LoadFX( "nx/misc/nx_light_orange_small" ); //level._effect[ "blast_mark" ] = LoadFX( "nx/misc/nx_blast_mark_large" ); //level._effect[ "blast_mark_02" ] = LoadFX( "nx/misc/nx_blast_mark_large_02" ); level._effect[ "godray_large" ] = LoadFX( "nx/misc/nx_gfx_godray_side" ); level._effect[ "godray_huge" ] = LoadFX( "nx/misc/nx_gfx_godray_side_huge" ); level._effect[ "nx_godray_medium" ] = LoadFX( "nx/misc/nx_godray_medium" ); //level._effect[ "nx_smoke_missilehits_periph" ] = LoadFX( "nx/smoke/nx_smoke_missilehits_periph" ); //level._effect[ "nx_smoke_missilehits_periph_no_child" ] = LoadFX( "nx/smoke/nx_smoke_missilehits_periph_no_child" ); level._effect[ "nx_fire_buildingtop_embers" ] = LoadFX( "nx/fire/nx_fire_buildingtop_embers" ); level._effect[ "nx_fire_buildingtop_embers_preseed" ] = LoadFX( "nx/fire/nx_fire_buildingtop_embers_preseed" ); level._effect[ "embers_whitehouse" ] = LoadFX( "fire/embers_whitehouse" ); level._effect[ "nx_ash_cloud_heavy_parkinglot" ] = LoadFX( "nx/misc/nx_ash_cloud_heavy_parkinglot" ); level._effect[ "nx_big_orange_glows" ] = LoadFX( "nx/misc/nx_big_orange_glows" ); level._effect[ "nx_fire_tree_embers_preseed" ] = LoadFX( "nx/fire/nx_fire_tree_embers_preseed" ); level._effect[ "nx_fire_buildingtop_03_preseed" ] = LoadFX( "nx/fire/nx_fire_buildingtop_03_preseed" ); level._effect[ "battlefield_smokebank_S_warm" ] = LoadFX( "smoke/battlefield_smokebank_S_warm" ); level._effect[ "nx_smoke_n_fire_plume_preseed" ] = LoadFX( "nx/smoke/nx_smoke_n_fire_plume_preseed" ); level._effect[ "nx_smoke_n_fire_plume_small_preseed" ] = LoadFX( "nx/smoke/nx_smoke_n_fire_plume_small_preseed" ); level._effect[ "nx_smoke_mid_bldg_preseed" ] = LoadFX( "nx/smoke/nx_smoke_mid_bldg_preseed" ); level._effect[ "nx_fire_building_distant" ] = LoadFX( "nx/fire/nx_fire_building_distant" ); //level._effect[ "nx_distortion_large" ] = loadfx( "nx/misc/nx_distortion_large" ); //level._effect[ "amb_dust" ] = loadfx( "smoke/amb_dust" ); //level._effect[ "amb_smoke_add" ] = loadfx( "smoke/amb_smoke_add" ); level._effect[ "nx_smoke_lapse_amb_smoke" ] = LoadFX( "nx/smoke/nx_smoke_lapse_amb_smoke" ); level._effect[ "nx_debri_paper_fast" ] = loadfx( "nx/misc/nx_debri_paper_fast" ); level._effect[ "nx_gfx_godray_side" ] = LoadFX( "nx/misc/nx_gfx_godray_side" ); level._effect[ "nx_gfx_godray_side_small" ] = LoadFX( "nx/misc/nx_gfx_godray_side_small" ); level._effect[ "nx_gfx_godray_down" ] = LoadFX( "nx/misc/nx_gfx_godray_down" ); level._effect[ "dust_outdoor_large" ] = LoadFX( "dust/dust_outdoor_large" ); level._effect[ "dust_wind_fast_paper" ] = LoadFX( "dust/dust_wind_fast_paper" ); level._effect[ "paper_falling_burning" ] = LoadFX( "misc/paper_falling_burning" ); level._effect[ "ground_fog" ] = LoadFX( "dust/ground_fog" ); level._effect[ "nx_embers_ambient_swirl" ] = LoadFX( "nx/fire/nx_embers_ambient_swirl" ); //level._effect[ "nx_fire_test_tex" ] = LoadFX( "nx/fire/nx_fire_test_tex" ); //level._effect[ "nx_smoke_wisp_tests" ] = LoadFX( "nx/fire/nx_smoke_wisp_tests" ); level._effect[ "nx_smoke_billow_slow_small" ] = LoadFX( "nx/smoke/nx_smoke_billow_slow_small" ); level._effect[ "nx_smoke_ground_wispy" ] = LoadFX( "nx/smoke/nx_smoke_ground_wispy" ); level._effect[ "nx_embers_ambient_swirl" ] = LoadFX( "nx/fire/nx_embers_ambient_swirl" ); level._effect[ "nx_smoke_plume_diffuse" ] = LoadFX( "nx/smoke/nx_smoke_plume_diffuse" ); level._effect[ "nx_fire_ground_small_wind" ] = LoadFX( "nx/fire/nx_fire_ground_small_wind" ); level._effect[ "nx_fire_tree_small_01" ] = LoadFX( "nx/fire/nx_fire_tree_small_01" ); level._effect[ "nx_fire_tree_medium_01" ] = LoadFX( "nx/fire/nx_fire_tree_medium_01" ); level._effect[ "nx_fire_ground_spots_medium_01" ] = LoadFX( "nx/fire/nx_fire_ground_spots_medium_01" ); level._effect[ "nx_fire_tree_intense_small_01" ] = LoadFX( "nx/fire/nx_fire_tree_intense_small_01" ); level._effect[ "nx_fire_wall_medium_01" ] = LoadFX( "nx/fire/nx_fire_wall_medium_01" ); level._effect[ "nx_embers_ambient_swirl_local" ] = LoadFX( "nx/fire/nx_embers_ambient_swirl_local" ); level._effect[ "nx_embers_ambient_swirl_local_small" ] = LoadFX( "nx/fire/nx_embers_ambient_swirl_local_small" ); level._effect[ "nx_fire_wall_small_01" ] = LoadFX( "nx/fire/nx_fire_wall_small_01" ); // nuke fx //level._effect[ "nx_explosion_nuke_01" ] = loadfx( "nx/explosions/nx_explosion_nuke_01" ); level._effect[ "nx_explosion_nuke_02" ] = loadfx( "nx/explosions/nx_explosion_nuke_02" ); level._effect[ "nx_explosion_nuke_02_reflection" ] = loadfx( "nx/explosions/nx_explosion_nuke_02_reflection" ); level._effect[ "nx_explosion_nuke_shockwave_debri_01" ] = loadfx( "nx/explosions/nx_explosion_nuke_shockwave_debri_01" ); level._effect[ "nx_rocket_trail_nuke_missile" ] = loadfx( "nx/smoke/nx_rocket_trail_nuke_missile" ); level._effect[ "nx_rocket_rocketfuel_fire_base" ] = loadfx( "nx/fire/nx_rocket_rocketfuel_fire_base" ); level._effect[ "nx_smoke_plume_huge_preseed" ] = loadfx( "nx/smoke/nx_smoke_plume_huge_preseed" ); //water fx //level._effect[ "nx_water_tex_test" ] = loadfx( "nx/water/nx_water_tex_test" ); level._effect[ "nx_water_wave_crash" ] = loadfx( "nx/water/nx_water_wave_crash" ); level._effect[ "nx_water_wave_crash_small" ] = loadfx( "nx/water/nx_water_wave_crash_small" ); level._effect[ "nx_water_wave_crash_runner" ] = loadfx( "nx/water/nx_water_wave_crash_runner" ); //level._effect[ "nx_water_waveswash" ] = loadfx( "nx/water/nx_water_waveswash" ); //level._effect[ "nx_water_waveswash02" ] = loadfx( "nx/water/nx_water_waveswash02" ); //level._effect[ "nx_water_waveswash02_small" ] = loadfx( "nx/water/nx_water_waveswash02" ); //level._effect[ "nx_water_waveswash_runner" ] = loadfx( "nx/water/nx_water_waveswash_runner" ); //level._effect[ "nx_water_edge_turbulent" ] = loadfx( "nx/water/nx_water_edge_turbulent" ); //level._effect[ "nx_water_edge_turbulent_long" ] = loadfx( "nx/water/nx_water_edge_turbulent_long" ); level._effect[ "nx_blackhawk_minigun_water_default" ] = loadfx( "nx/treadfx/nx_blackhawk_minigun_water_default" ); //heli crash fx level._effect[ "helicopter_explosion_secondary_small" ] = loadfx( "explosions/helicopter_explosion_secondary_small" ); level._effect[ "fire_smoke_trail_L_emitter" ] = loadfx( "fire/fire_smoke_trail_L_emitter" ); level._effect[ "helicopter_explosion" ] = loadfx( "explosions/helicopter_explosion" ); level._effect[ "aerial_explosion_heli_large" ] = loadfx( "explosions/aerial_explosion_heli_large" ); level._effect[ "nx_rocket_aa_heli" ] = loadfx( "nx/misc/nx_rocket_aa_heli" ); level._effect[ "nx_rocket_heli_explosion_player" ] = loadfx( "nx/explosions/nx_rocket_heli_explosion_player" ); //hanging fx level._effect[ "leaves_hanging_falling" ] = loadfx( "misc/leaves" ); level._effect[ "nx_leaves_impact" ] = loadfx( "nx/misc/nx_leaves_impact" ); level._effect[ "nx_embers_ambient_local_small" ] = loadfx( "nx/fire/nx_embers_ambient_local_small" ); //robert temp fx for aa exit level._effect[ "ground_smoke_dcburning1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200_dcburning" ); //hallway destruction level._effect[ "hallway_collapsing_major" ] = LoadFX( "misc/hallway_collapsing_major" ); level._effect[ "hallway_collapsing_major_norocks" ] = LoadFX( "misc/hallway_collapsing_major_norocks" ); level._effect[ "ceiling_rock_break" ] = LoadFX( "misc/ceiling_rock_break" ); level._effect[ "nx_ceiling_dust_debri_rocket" ] = LoadFX( "nx/dust/nx_ceiling_dust_debri_rocket" ); level._effect[ "nx_hallway_collapsing_big" ] = LoadFX( "nx/misc/nx_hallway_collapsing_big" ); //aa turret fx level._effect[ "nx_rocket_aa_flash_view" ] = LoadFX( "nx/muzzleflashes/nx_rocket_aa_flash_view" ); //heli battle fx level._effect[ "smoke_geotrail_hellfire" ] = LoadFX( "smoke/smoke_geotrail_hellfire" ); level._effect[ "cobra_rocket_flash_wv" ] = LoadFX( "muzzleflashes/cobra_rocket_flash_wv" ); level._effect[ "nx_heli_countermeasures" ] = LoadFX( "nx/smoke/nx_heli_countermeasures_02" ); // Flashlight level._effect[ "flashlight" ] = LoadFX( "misc/flashlight_cargoship" ); thread treadfx_override(); thread sequence_ocean(); } //******************************************************************* // * // * //******************************************************************* sequence_ocean() { ocean_a = GetEnt( "ocean_water_a", "targetname" ); ocean_b = GetEnt( "ocean_water_b", "targetname" ); ocean_c = GetEnt( "ocean_water_c", "targetname" ); ocean_d = GetEnt( "ocean_water_d", "targetname" ); thread delete_ocean_a(ocean_a); thread delete_ocean_b(ocean_b); thread delete_ocean_c(ocean_c); thread delete_ocean_d(ocean_d); } delete_ocean_a(ocean_obj) { flag_wait( "intro_delete_ocean_a" ); wait 5; ocean_obj delete(); } delete_ocean_b(ocean_obj) { flag_wait( "intro_delete_ocean_b" ); wait 48; ocean_obj delete(); } delete_ocean_c(ocean_obj) { flag_wait( "intro_delete_ocean_c" ); wait 48; ocean_obj delete(); } delete_ocean_d(ocean_obj) { flag_wait( "intro_delete_ocean_d" ); wait 8; ocean_obj delete(); } ocean_anim() { if ( !getdvarint( "r_reflectionProbeGenerate" ) ) { ocean_objs = GetEntArray( "ocean_anim", "script_noteworthy" ); // get my object for ( i=0; i, , , , ,, , , //, , , ,, , //, , , , , , ); setExpFog( 25100, 60000, 0.4901961, 0.5764706, 0.6156863, 0.56, transition_time, 0.3249, 0, 1, 1, 1, 0.5490196, 0.654902, 0.7764706, 0.7372549, 0.7019608, 0.827451, ( 0.8, 0.5, 0 ), 0, 110, 0.54 ); // fx_set_skyfog( height_start, height_end, height_blend, transition_time ); fx_set_skyfog( 1.5, 3, 0.85, transition_time ); } set_intro_chopper_light() { flag_wait( "started_intro_anim" ); if( level.playerHeli DoesTagExistOnEntity( "tag_ai_turret_mount_l" ) == 1 ) { //println("Tag Exists"); PlayFXOnTag( level._effect[ "intro_chopper_light" ], level.playerHeli, "tag_ai_turret_mount_l"); //wait 0.01; } } // set the vision and fog settings for base alpha set_base_alpha_vision_and_fog(transition_time) { VisionSetNaked("nx_rocket_intro", transition_time); setExpFog( 1444, 27437, 0.5254902, 0.5372549, 0.6078432, 0.1805, transition_time, 0.7436, 0, 0.5058824, 0.5058824, 0.5058824, 0.4352941, 0.4352941, 0.5176471, 0.5529412, 0.5058824, 0.4627451, ( 0.978427, 0.0227989, 0.205329 ), 33, 87, 1.19 ); } // set the vision and fog settings for bridge set_bridge_vision_and_fog(transition_time) { VisionSetNaked("nx_rocket_bridge", transition_time); //setExpFog( 7581, 36462, 0.5411765, 0.5490196, 0.5921569, 0.8411667, 0, 0.4801, 0, 0.5647059, 0.5647059, 0.5647059, 0.3411765, 0.3411765, 0.4078431, 0.5529412, 0.5058824, 0.4627451, ( 0.978427, 0.0227989, 0.205329 ), 33, 87, 1.19 ); setExpFog( 4693, 24694, 0.8666667, 0.8666667, 0.8666667, 0.4621, transition_time, 0.9314, 0, 0.563, 0.563, 0.563, 0.454902, 0.4784314, 0.5450981, 0.7529412, 0.7529412, 0.7529412, ( 0.7965, 0.5273, 0.2960 ), 36, 80, 3.0 ); } set_crash_vision_and_fog(transition_time) { VisionSetNaked("nx_rocket_crash", transition_time); setExpFog( 3249, 34622, 0.854902, 0.854902, 0.854902, 0.212667, transition_time, 0.9314, 0, 0.563, 0.563, 0.563, 0.3333333, 0.3607843, 0.4235294, 0.7529412, 0.7529412, 0.7529412, ( 0.7965, 0.5273, 0.2960 ), 36, 80, 3.0 ); } set_base_delta_vision_and_fog(transition_time) { VisionSetNaked("nx_rocket_delta", transition_time); setExpFog( 3249, 34622, 0.854902, 0.854902, 0.854902, 0.212667, transition_time, 0.9314, 0, 0.563, 0.563, 0.563, 0.3333333, 0.3607843, 0.4235294, 0.7529412, 0.7529412, 0.7529412, ( 0.7965, 0.5273, 0.2960 ), 36, 80, 3.0 ); } // set the vision and fog settings for the exterior hanging section set_hanging_vision_and_fog(transition_time) { SetSavedDvar( "sm_sunSampleSizeNear", 0.25 ); VisionSetNaked("nx_rocket_hanging", transition_time); setExpFog( 2888, 9568, 0.8235294, 0.7372549, 0.5764706, .25, transition_time, 0.148, 0, 1, 1, 1, 0.1411765, 0.1215686, 0.07450981 ); } // set the vision and fog settings for base alpha set_turret_base_vision_and_fog(transition_time) { VisionSetNaked("nx_rocket", transition_time); setExpFog( 920, 9930, 0.7058824, 0.7058824, 0.7058824, 0.1924, transition_time, 0.81, 0, 0.6784314, 0.6784314, 0.6784314, 0.4705882, 0.4705882, 0.4705882, 0.3411765, 0.3803922, 0.3921569, ( 0, 0, -1 ), 85, 95, 0); //5.69 ); //setExpFog( 700, 9929, 0.7019608, 0.7019608, 0.7019608, 0.1696667, 0, 0.7833667, 0, 0.6745098, 0.6745098, 0.6745098, 0.4666667, 0.4666667, 0.4666667, 0.3372549, 0.3764706, 0.3921569, ( 0, 0, -1 ), 0, 95, 0 ); fx_set_skyfog(0.3, 0.8, 0.5, transition_time); } set_turret_destroyed_vision_and_fog(transition_time) { VisionSetNaked("nx_rocket", transition_time); setExpFog( 300, 8665, 0.7019608, 0.6392157, 0.4941176, 0.1227, 0, 0.1624667, 0, 0.5019608, 0.5019608, 0.5019608, 0.5019608, 0.5019608, 0.5019608, 0.427451, 0.3764706, 0.3058824, ( 0, 0, -1 ), 85, 93, 0); //1.5 ); } // set the vision and fog settings for base alpha set_rescue_vision_and_fog(transition_time) { VisionSetNaked("nx_rocket", transition_time); //setExpFog (, , , , ,, , , , , , ,, ); setExpFog( 0, 12095, 0.4941176, 0.5686275, 0.572549, 0.05416667, transition_time, 0.5667667, 0, 0.5921569, 0.4941176, 0.4078431, 0.4823529, 0.5019608, 0.5176471 ); } set_vision_and_fog(area, transition_time) { //iPrintLnBold("Change vision and fog - " + area); switch ( area ) { case "base_alpha": set_base_alpha_vision_and_fog(transition_time); break; case "bridge": set_bridge_vision_and_fog(transition_time); break; case "base_delta": set_base_delta_vision_and_fog(transition_time); break; case "crash": set_crash_vision_and_fog(transition_time); break; case "hanging": set_hanging_vision_and_fog(transition_time); break; case "turret_base": set_turret_base_vision_and_fog(transition_time); break; case "turret_destroyed": set_turret_destroyed_vision_and_fog(transition_time); break; case "rescue": set_rescue_vision_and_fog(transition_time); break; case "default": set_default_vision_and_fog(transition_time); break; default: set_default_vision_and_fog(transition_time); } } intro_vision_sequencing() { // iPrintLnBold("START: intro_vision_sequencing"); VisionSetNaked("nx_rocket", 0); wait 10; VisionSetNaked("nx_rocket_intro_1", 3.0); wait 27; VisionSetNaked("nx_rocket_intro_2",5.0); wait 8; VisionSetNaked("nx_rocket_intro_3",5.0); wait 12; VisionSetNaked("nx_rocket_intro_4",10.0); } trigger_vf_default() { //flag_wait( "chopper_ride_bridge_intro" ); set_vision_and_fog("default", 0); } trigger_vf_base_alpha() { flag_wait( "chopper_path_entering_base_alpha" ); set_vision_and_fog("base_alpha", 5.0); } trigger_vf_bridge() { //flag_wait( "chopper_ride_bridge_intro" ); flag_wait( "music_chk_bridge" ); wait 7; set_vision_and_fog("bridge", 7); } trigger_vf_base_delta() { flag_wait( "flag_entered_base_delta" ); set_vision_and_fog("base_delta", 10.0); } trigger_vf_crash() { flag_wait( "crash_section_transition" ); set_vision_and_fog("crash", 12.0); } trigger_vf_hanging() { self waittill( "hanging_player_start_before_fadein" ); set_vision_and_fog("hanging", 0); } trigger_vf_turret_base() { flag_wait( "discovered_aa_base" ); set_vision_and_fog("turret_base", 10); } trigger_vf_turret_destroyed() { flag_wait("turret_control_complete"); lgts = getentarray( "lgt_turret_1", "targetname" ); for ( i = 0; i < lgts.size; i++ ) { if ( is_light_entity( lgts[ i ] ) ) { lgts[ i ] setLightIntensity (0.75); } } set_vision_and_fog("turret_destroyed", 8); } trigger_vf_rescue() { flag_wait( "turret_destroyed" ); set_vision_and_fog("rescue", 10); } //******************************************************************* // * // * //*******************************************************************