diff options
Diffstat (limited to 'TemplePushing.c4s/Sections.c4d/SectCaveTemple.c4d/Script.c')
| -rw-r--r-- | TemplePushing.c4s/Sections.c4d/SectCaveTemple.c4d/Script.c | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/TemplePushing.c4s/Sections.c4d/SectCaveTemple.c4d/Script.c b/TemplePushing.c4s/Sections.c4d/SectCaveTemple.c4d/Script.c new file mode 100644 index 0000000..76876c5 --- /dev/null +++ b/TemplePushing.c4s/Sections.c4d/SectCaveTemple.c4d/Script.c @@ -0,0 +1,74 @@ +/*-- Cave temple scenario section --*/ + +#strict 2 + +public func SectionName() { return "Cave"; } + +/* + +public func SpawnpointLocations() { return [[550, 282], [603, 205], [682, 282], [784, 227], [912, 168], [1040, 120], + [648, 460], [432, 438], [170, 118], [299, 170], [441, 230], [1170, 290], [105, 375], [910, 400], [560, 610], [1040, 530], [300, 530], [780, 530], [1040, 400]]; } + +protected func Initialize() +{ + // Moving bricks + var bricks = [CreateObject(BRK2, 240, 150, NO_OWNER), CreateObject(BRK2, 970, 150, NO_OWNER)]; + + if (ambienceEnabled) + { + // Fog + for (var i; i < 300; ++i) + { + CreateParticle("Fog", Random(LandscapeWidth()), Random(LandscapeHeight()) + 500, RandomX(3, 9), 0, RandomX(1000, 1500)); + } + + // Rain + if (mode != MODE_Festive) AddEffect("Rain", 0, 20, 1); + + // Create sun and lenseflare + CreateObject(SONE, 0, 0, NO_OWNER); + CreateObject(LENS, 0, 0, NO_OWNER); + } + + if (mode == MODE_Apocalyptic) + { + // Rock fall + for (var i = 0; i < 10; ++i) + { + CreateObject(RCKF, 0, 0, NO_OWNER); + } + + // Fire rain + AddEffect("FireRain", 0, 20, 1); + CreateObject(FRRN, 0, 0, NO_OWNER); + + // Modulate brick color (object + material) + for (var brick in bricks) + { + brick->SetClrModulation(RGB(220, 20, 20)); + } + + SetMaterialColor(Material("Brick"), 100, 0, 0, 150, 0, 0, 20, 0, 0); + } + + if (mode == MODE_Festive) + { + // Modulate brick color (object + material) + for (var brick in bricks) + { + brick->SetClrModulation(RGBa(125, 200, 255, 30)); + } + + // Modulate material colour + SetMatAdjust(RGBa(125, 200, 255, 30)); + } +} + +*/ + +public func SectionAmbienceSounds() +{ + if (mode == MODE_Festive) return [["FestiveAmbience.ogg", 25]]; + else if (mode == MODE_Apocalyptic) return [["ExtremeAmbience.ogg", 75]]; + else return [["CaveAmbience.ogg", 50], ["Rain.ogg", 75]]; +}
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