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-rw-r--r--TemplePushing.c4s/Sections.c4d/SectClassic.c4d/Script.c55
1 files changed, 55 insertions, 0 deletions
diff --git a/TemplePushing.c4s/Sections.c4d/SectClassic.c4d/Script.c b/TemplePushing.c4s/Sections.c4d/SectClassic.c4d/Script.c
new file mode 100644
index 0000000..5761717
--- /dev/null
+++ b/TemplePushing.c4s/Sections.c4d/SectClassic.c4d/Script.c
@@ -0,0 +1,55 @@
+/*-- Classic scenario section --*/
+
+#strict 2
+
+public func SectionName() { return "Classic"; }
+
+public func SpawnpointLocations() { return [[550, 282], [603, 205], [682, 282], [784, 227], [912, 168], [1040, 120],
+ [651, 449], [432, 438], [170, 118], [299, 170], [435, 230], [1175, 290], [105, 380], [910, 400], [560, 610]]; }
+
+protected func Initialize()
+{
+ // Moving bricks
+ var bricks = [CreateObject(BRK2, 225, 150, NO_OWNER), CreateObject(BRK2, 985, 150, NO_OWNER)];
+
+ if (ambienceEnabled)
+ {
+ // Create background sound, fog and rain
+ if (mode != MODE_Apocalyptic) SoundLevel("Ambience", 50);
+ for (var i; i < 300; ++i)
+ {
+ CreateParticle("Fog", Random(LandscapeWidth()), Random(LandscapeHeight()) + 500, RandomX(3, 9), 0, RandomX(1000, 1500));
+ }
+ 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);
+
+ // Background sound
+ Music();
+ SoundLevel("ExtremeAmbience", 100);
+
+ // 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);
+ }
+} \ No newline at end of file