#include maps\_utility; main( vehicletype ) { //this sets default wash fx for vehicles - they can be overwritten in level scripts if ( !IsDefined( vehicletype ) ) return; level._wash_effect[ vehicletype ] = []; switch( vehicletype ) { case "apache": case "cobra": case "cobra_harbor": case "cobra_player": case "littlebird": case "littlebird_player": case "blackhawk": case "nx_chinese_vtol": case "blackhawk_minigun": case "blackhawk_minigun_so": case "hind": case "harrier": case "pavelow": case "nx_miniuav": case "nx_miniuav_player": case "nx_blackhawk_minigun": case "nx_blackhawk_player": setvehiclefx( vehicletype, "asphalt", "low_bank", "low", "nx/treadfx/nx_blackhawk_asphalt_low_low" ); setvehiclefx( vehicletype, "asphalt", "low_bank", "med", "nx/treadfx/nx_blackhawk_asphalt_low_med" ); setvehiclefx( vehicletype, "asphalt", "low_bank", "high", "nx/treadfx/nx_blackhawk_asphalt_low_high" ); setvehiclefx( vehicletype, "asphalt", "med_bank", "low", "nx/treadfx/nx_blackhawk_asphalt_default" ); setvehiclefx( vehicletype, "asphalt", "med_bank", "med", "nx/treadfx/nx_blackhawk_asphalt_default" ); setvehiclefx( vehicletype, "asphalt", "med_bank", "high", "nx/treadfx/nx_blackhawk_asphalt_low_high" ); setvehiclefx( vehicletype, "asphalt", "high_bank", "low", "nx/treadfx/nx_blackhawk_asphalt_default" ); setvehiclefx( vehicletype, "asphalt", "high_bank", "med", "nx/treadfx/nx_blackhawk_asphalt_default" ); setvehiclefx( vehicletype, "asphalt", "high_bank", "high", "nx/treadfx/nx_blackhawk_asphalt_low_high" ); setvehiclefx( vehicletype, "water", "low_bank", "low", "nx/treadfx/nx_blackhawk_minigun_water_low" ); setvehiclefx( vehicletype, "water", "low_bank", "med", "nx/treadfx/nx_blackhawk_minigun_water_default" ); setvehiclefx( vehicletype, "water", "low_bank", "high", "nx/treadfx/nx_blackhawk_minigun_water_high" ); setvehiclefx( vehicletype, "water", "med_bank", "low", "nx/treadfx/nx_blackhawk_minigun_water_bank_default" ); setvehiclefx( vehicletype, "water", "med_bank", "med", "nx/treadfx/nx_blackhawk_minigun_water_bank_default" ); setvehiclefx( vehicletype, "water", "med_bank", "high", "nx/treadfx/nx_blackhawk_minigun_water_high" ); setvehiclefx( vehicletype, "water", "high_bank", "low", "nx/treadfx/nx_blackhawk_minigun_water_bank_default" ); setvehiclefx( vehicletype, "water", "high_bank", "med", "nx/treadfx/nx_blackhawk_minigun_water_bank_default" ); setvehiclefx( vehicletype, "water", "high_bank", "high", "nx/treadfx/nx_blackhawk_minigun_water_high" ); setvehiclefx( vehicletype, "default", "low_bank", "low", "nx/treadfx/nx_blackhawk_default_low_low" ); setvehiclefx( vehicletype, "default", "low_bank", "med", "nx/treadfx/nx_blackhawk_default_low_med" ); setvehiclefx( vehicletype, "default", "low_bank", "high", "nx/treadfx/nx_blackhawk_default_low_high" ); setvehiclefx( vehicletype, "default", "med_bank", "low", "nx/treadfx/nx_blackhawk_default_default" ); setvehiclefx( vehicletype, "default", "med_bank", "med", "nx/treadfx/nx_blackhawk_default_default" ); setvehiclefx( vehicletype, "default", "med_bank", "high", "nx/treadfx/nx_blackhawk_default_low_high" ); setvehiclefx( vehicletype, "default", "high_bank", "low", "nx/treadfx/nx_blackhawk_default_default" ); setvehiclefx( vehicletype, "default", "high_bank", "med", "nx/treadfx/nx_blackhawk_default_default" ); setvehiclefx( vehicletype, "default", "high_bank", "high", "nx/treadfx/nx_blackhawk_default_low_high" ); break; default:// if the vehicle isn't in this list it will use these effects } } setvehiclefx( vehicletype, material, dot, height, fx ) { if ( !IsDefined( level._wash_effect ) ) level._wash_effect = []; if ( !IsDefined( fx ) ) level._wash_effect[ vehicletype ][ material ][dot][height] = -1; else level._wash_effect[ vehicletype ][ material ][dot][height] = loadfx( fx ); }