mirror of
https://github.com/XLabsProject/iw4x-rawfiles.git
synced 2023-08-02 15:02:11 +02:00
124 lines
6.0 KiB
Plaintext
124 lines
6.0 KiB
Plaintext
#include common_scripts\utility;
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main()
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{
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//!!!!! This is not actually called anywhere, but it needs to load immediately otherwise I get a precache error (?)
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level._effect[ "_attack_heli_spotlight_ending" ] = LoadFX( "misc/hunted_spotlight_model_dim" );
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//!!!!! This is not actually called anywhere, but it needs to load immediately otherwise I get a precache error (?)
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level._effect[ "vehicle_explosion_slamraam" ] = LoadFX( "explosions/vehicle_explosion_slamraam" );
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level._effect[ "_attack_heli_spotlight" ] = LoadFX( "misc/spotlight_large_dcburning" );
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//columns
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level._effect[ "large_column" ] = loadfx( "props/dcburning_pillars" );
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level._effect[ "turret_overheat_haze" ] = loadfx( "distortion/abrams_exhaust" );
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level._effect[ "turret_overheat_smoke" ] = loadfx( "distortion/armored_car_overheat" );
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//Magic Bullet Muzzleflashes
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level._effect[ "javelin_muzzle" ] = loadfx( "muzzleflashes/javelin_flash_wv" );
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level._effect[ "light_glow_white_bulb" ] = loadfx( "misc/light_glow_white_bulb" );
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level._effect[ "door_kick_dust" ] = loadfx( "dust/door_kick" );
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level._effect[ "dlight_laptop" ] = loadfx( "misc/dlight_laptop" );
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/*-----------------------
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CHEAP VEHICLE EXPLOSIONS
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-------------------------*/
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level._effect[ "large_vehicle_explosion" ] = loadfx( "explosions/large_vehicle_explosion" );
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level._effect[ "cheap_vehicle_explosion" ] = loadfx( "explosions/small_vehicle_explosion_low" );
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level._effect[ "cheap_mack_truck_explosion" ] = loadfx( "explosions/tanker_explosion_dcburn" );
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level._effect[ "tanker_fire" ] = loadfx( "fire/firelp_large_pm" );
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/*-----------------------
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PLAYER BLACKHAWK CRASH
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-------------------------*/
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level._effect[ "smoke_trail_black_heli" ] = loadfx( "smoke/smoke_trail_black_heli" );
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level._effect[ "dlight_blue" ] = loadfx( "misc/dlight_blue" );
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level._effect[ "dlight_red" ] = loadfx( "misc/aircraft_light_cockpit_red" );
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level._effect[ "player_death_explosion" ] = loadfx( "explosions/player_death_explosion" );
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level._effect[ "heat_shimmer_door" ] = loadfx( "distortion/abrams_exhaust" );
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level._effect[ "firelp_large_pm_nolight" ] = loadfx( "fire/firelp_large_pm_nolight" );
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level._effect[ "firelp_med_pm_nolight" ] = loadfx( "fire/firelp_med_pm_nolight" );
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level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" );
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/*-----------------------
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LITTLEBIRD CRASH
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-------------------------*/
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level._effect[ "crash_main_01" ] = loadfx( "explosions/javelin_explosion_dcburn" );
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level._effect[ "crash_end_01" ] = loadfx( "explosions/helicopter_explosion_little_bird_dcburn" );
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level._effect[ "chopper_smoke_trail" ] = loadfx( "fire/fire_smoke_trail_L" );
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level._effect[ "chopper_explosion" ] = loadfx( "explosions/aerial_explosion" );
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/*-----------------------
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Sniping
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-------------------------*/
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level._effect[ "headshot" ] = loadfx( "impacts/flesh_hit_head_fatal_exit" ); // sprays on wall
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level._effect[ "headshot2" ] = loadfx( "impacts/flesh_hit_splat_large" ); // chunks
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level._effect[ "headshot3" ] = loadfx( "impacts/flesh_hit_body_fatal_exit" ); // big spray
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level._effect[ "headshot4" ] = loadfx( "impacts/sniper_escape_blood" ); // big spray
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level._effect[ "bodyshot" ] = loadfx( "impacts/flesh_hit" );
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level._effect[ "thermal_body_gib" ] = loadfx( "impacts/thermal_body_gib" ); // splatter
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level._effect[ "flare_ambient" ] = loadfx( "misc/flare_ambient" );
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level._effect[ "heat_shimmer_door" ] = loadfx( "distortion/abrams_exhaust" );
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level._effect[ "heli_dust_default" ] = loadfx( "treadfx/heli_dust_airlift" );
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/*-----------------------
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FLARES
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-------------------------*/
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level._effect[ "flare_runner_intro" ] = loadfx( "misc/flare_start" );
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level._effect[ "flare_runner" ] = loadfx( "misc/flare" );
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level._effect[ "flare_runner_fizzout" ] = loadfx( "misc/flare_end" );
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/*-----------------------
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PLANE AIRSTRIKES
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-------------------------*/
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level.airstrikefx = loadfx( "explosions/clusterbomb" );
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//level.airstrikefx = loadfx( "explosions/tanker_explosion" );
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//level.scr_sound[ "airstrike" ][ "explosion" ] = "mortar_incoming";
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/*-----------------------
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AMBIENT FX
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-------------------------*/
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level._effect["powerline_runner"] = loadfx ("explosions/powerline_runner");
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level._effect[ "antiair_runner" ] = loadfx( "misc/antiair_runner_night" );
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level._effect[ "hallway_smoke_dark" ] = loadfx( "smoke/hallway_smoke_dark" );
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level._effect[ "ground_smoke_dcburning1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200_dcburning" );
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level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L" );
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level._effect[ "thick_white_smoke_giant" ] = loadfx( "smoke/thick_white_smoke_giant_dcburning" );
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level._effect[ "thick_dark_smoke_giant" ] = loadfx( "smoke/thick_dark_smoke_giant_dcburning" );
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level._effect[ "firelp_small_pm" ] = LoadFX( "fire/firelp_small_pm" );
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level._effect[ "firelp_small_pm_a" ] = LoadFX( "fire/firelp_small_pm_a" );
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level._effect[ "firelp_med_pm" ] = LoadFX( "fire/firelp_med_pm" );
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level._effect[ "firelp_large_pm" ] = LoadFX( "fire/firelp_large_pm" );
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level._effect[ "firelp_vhc_lrg_pm_farview" ] = loadfx( "fire/firelp_vhc_lrg_pm_farview" );
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level._effect[ "drips_slow" ] = loadfx( "misc/drips_slow" );
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level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
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level._effect[ "powerline_runner_cheap" ] = loadfx( "explosions/powerline_runner_cheap" );
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level._effect[ "water_pipe_spray" ] = loadfx( "water/water_pipe_spray" );
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level._effect[ "cgo_ship_puddle_small" ] = loadfx( "distortion/cgo_ship_puddle_small" );
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level._effect[ "rock_falling_small_runner" ] = loadfx( "misc/rock_falling_small_runner" );
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//Exploders
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level._effect[ "ceiling_dust_default" ] = loadfx( "dust/ceiling_dust_default" );
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level._effect[ "commerce_window_shatter" ] = loadfx( "props/car_glass_large" );
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maps\createfx\dcburning_fx::main();
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} |