//**************************************************************************** // ** // Confidential - (C) Activision Publishing, Inc. 2010 ** // ** //**************************************************************************** // ** // Module: FX Support ** // ** // Created: 11/11/11 - Travis Chen (trchen x 4143) ** // ** //**************************************************************************** #include maps\_utility; #include common_scripts\utility; main() { if ( !getdvarint( "r_reflectionProbeGenerate" ) ) maps\createfx\nx_border_fx::main(); // Vision Parameters //------------------------------------------------------- VisionSetNaked( "nx_border", 0 ); setDevDvar( "scr_fog_disable", "0" ); setExpFog( 1000, 20000, 0.6431373, 0.7843137, 0.8666667, 0.8, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0.7529412, ( 0, 0, 0 ), 0, 1, 0 ); SetSavedDVar ("r_fog_height_blend", 0.5); SetSavedDVar ("r_fog_height_start", 0.5); SetSavedDVar ("r_fog_height_end", 1); // Ambient FX level._effect[ "battlefield_smokebank_S" ] = LoadFX( "smoke/battlefield_smokebank_S" ); level._effect[ "nx_dust_mote_80" ] = LoadFX( "nx/dust/nx_dust_mote_80" ); level._effect[ "nx_dust_wind_canyon_mp" ] = LoadFX( "nx/dust/nx_dust_wind_canyon_mp" ); level._effect[ "nx_godray_150_soft" ] = LoadFX( "nx/misc/nx_godray_150_soft" ); level._effect[ "nx_godray_50_soft" ] = LoadFX( "nx/misc/nx_godray_50_soft" ); level._effect[ "nx_godray_75_soft" ] = LoadFX( "nx/misc/nx_godray_75_soft" ); level._effect[ "firelp_small_dl" ] = LoadFX( "fire/firelp_small_dl" ); level._effect[ "trash_spiral_runner" ] = LoadFX( "misc/trash_spiral_runner" ); // Border FX level._effect[ "nx_amb_smoke_dark_warm" ] = LoadFX( "nx/smoke/nx_amb_smoke_dark_warm" ); level._effect[ "nx_border_cabin_smoke" ] = LoadFX( "nx/smoke/nx_border_cabin_smoke" ); level._effect[ "nx_border_hummer_explosion" ] = LoadFX( "nx/explosions/nx_border_hummer_explosion" ); level._effect[ "nx_border_hummer_light" ] = LoadFX( "nx/misc/nx_border_hummer_light" ); // Streets FX level._effect[ "nx_border_light_explosion" ] = LoadFX( "nx/explosions/nx_border_light_explosion" ); level._effect[ "nx_border_light_sparks_runner_01" ] = LoadFX( "nx/explosions/nx_border_light_sparks_runner_01" ); level._effect[ "nx_border_light_impact_sparks_runner" ] = LoadFX( "nx/explosions/nx_border_light_impact_sparks_runner" ); level._effect[ "nx_border_tumbleweed" ] = LoadFX( "nx/misc/nx_border_tumbleweed" ); level._effect[ "nx_border_waterspray_0" ] = LoadFX( "nx/water/nx_border_waterspray_0" ); level._effect[ "nx_border_waterspray_1" ] = LoadFX( "nx/water/nx_border_waterspray_1" ); level._effect[ "nx_ceiling_dust_debris_200" ] = LoadFX( "nx/dust/nx_ceiling_dust_debris_200" ); level._effect[ "nx_ugv_deck_dust" ] = LoadFX( "nx/dust/nx_ugv_deck_dust" ); level._effect[ "corner_building_exploder_fx" ] = loadfx( "nx/explosions/nx_border_wall_explode_01" ); // level._effect[ "streets_rightside_store_1_fx" ] = loadfx( "nx/explosions/nx_border_wall_explode_02" ); level._effect[ "streets_rightside_store_2_fx" ] = loadfx( "nx/explosions/nx_border_wall_explode_02" ); level._effect[ "streets_rightside_store_3_fx" ] = loadfx( "nx/explosions/nx_border_wall_explode_02" ); level._effect[ "frontside_streets_destruction_fx" ] = loadfx( "nx/explosions/nx_border_wall_explode_02" ); level._effect[ "market_end_left_1_fx" ] = loadfx( "nx/misc/nx_border_balcony_collapse" ); level._effect[ "market_end_left_2_fx" ] = loadfx( "nx/misc/nx_border_balcony_collapse" ); level._effect[ "market_end_left_3_fx" ] = loadfx( "nx/misc/nx_border_balcony_collapse" ); level._effect[ "market_end_right_1_fx" ] = loadfx( "nx/misc/nx_border_balcony_collapse" ); level._effect[ "market_end_right_2_fx" ] = loadfx( "nx/misc/nx_border_balcony_collapse" ); level._effect[ "market_end_right_3_fx" ] = loadfx( "nx/misc/nx_border_balcony_collapse" ); // Marketplace FX level._effect[ "birds_takeoff_coup" ] = LoadFX( "misc/birds_takeoff_coup" ); level._effect[ "nx_birds_takeoff_border" ] = LoadFX( "nx/misc/nx_birds_takeoff_border" ); level._effect[ "nx_border_watersplash_0" ] = LoadFX( "nx/water/nx_border_watersplash_0" ); level._effect[ "nx_border_watersplash_1" ] = LoadFX( "nx/water/nx_border_watersplash_1" ); level._effect[ "nx_border_watersplash_2" ] = LoadFX( "nx/water/nx_border_watersplash_2" ); level._effect[ "nx_border_watersplash_3" ] = LoadFX( "nx/water/nx_border_watersplash_3" ); // For deathflag kills level._effect[ "flesh_hit" ] = loadfx( "impacts/flesh_hit" ); // Church heli destroy level._effect[ "nx_border_helicopter_explosion" ] = LoadFX( "nx/explosions/nx_border_helicopter_explosion" ); fx_setup(); } //******************************************************************* // * // * //******************************************************************* fx_setup() { // Border thread fx_border_explosion_done(); // Marketplace trigVol = GetEnt( "fx_market_birds", "targetname" ); trigVol thread fx_market_birds(); } fx_hummer_interior_light() { PlayFXOnTag( level._effect[ "nx_border_hummer_light" ], self, "TAG_ORIGIN" ); level waittill( "notify_border_explosion_done" ); StopFXOnTag( level._effect[ "nx_border_hummer_light" ], self, "TAG_ORIGIN" ); } fx_border_cabin_smoke() { wait 3; PlayFX( level._effect[ "nx_border_cabin_smoke" ], self.origin ); wait 3; Exploder ( "fx_border_explosion" ); wait 6; Stop_Exploder ( "fx_border_explosion" ); } fx_border_explosion() { level waittill( "notify_border_intro_hummer_explosion" ); PlayFX( level._effect[ "nx_border_hummer_explosion" ], self.origin ); } fx_border_explosion_done() { level waittill( "notify_border_explosion_done" ); Exploder( "fx_border_explosion_done" ); } fx_street_tumbleweed() { wait 2.0; Exploder( "fx_street_tumbleweed" ); } fx_market_birds() { self waittill( "trigger" ); Exploder( "fx_market_birds" ); wait 1.0; Exploder( "fx_market_birds" ); } fx_street_light_explosion() { impactPos = self.origin + ( 0, 0, 200 ); PlayFX( level._effect[ "nx_border_light_explosion" ], impactPos ); wait 2.5; Exploder( "fx_street_light_explosion" ); wait 2.5; Exploder( "fx_street_light_sparks" ); }