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-rw-r--r--TemplePushing.c4s/Sections.c4d/SectCloudTemple.c4d/Script.c18
1 files changed, 12 insertions, 6 deletions
diff --git a/TemplePushing.c4s/Sections.c4d/SectCloudTemple.c4d/Script.c b/TemplePushing.c4s/Sections.c4d/SectCloudTemple.c4d/Script.c
index 987052e..b2f1c25 100644
--- a/TemplePushing.c4s/Sections.c4d/SectCloudTemple.c4d/Script.c
+++ b/TemplePushing.c4s/Sections.c4d/SectCloudTemple.c4d/Script.c
@@ -8,11 +8,9 @@ public func SpawnpointLocations() { return [[70, 100], [140, 310], [1105, 310],
protected func Initialize()
{
- // Water/Lava sources
- // var water = [CreateObject(WTFL, 615, 295, NO_OWNER), CreateObject(WTFL, 630, 285, NO_OWNER)];
- // TODO: Remove sound via appendto + adjust positions
+ Music();
- // Create Fog
+ // Create "Clouds"
for (var i; i < 100; ++i)
{
if (mode == MODE_Apocalyptic)
@@ -28,7 +26,7 @@ protected func Initialize()
if (ambienceEnabled)
{
// Create background sound
- if (mode != MODE_Apocalyptic) SoundLevel("CloudAmbience", 50);
+ if (mode != MODE_Apocalyptic && mode != MODE_Festive) SoundLevel("CloudAmbience", 50);
// Create sun and lenseflare
CreateObject(SONE, 0, 0, NO_OWNER);
@@ -48,11 +46,19 @@ protected func Initialize()
CreateObject(FRRN, 0, 0, NO_OWNER);
// Background sound
- Music();
SoundLevel("ExtremeAmbience", 100);
// Modulate brick and crystal colour
SetMaterialColor(Material("Brick"), 100, 0, 0, 150, 0, 0, 20, 0, 0);
SetMaterialColor(Material("SkyCrystal"), 245, 0, 0, 255, 0, 0, 20, 0, 0);
}
+
+ if (mode == MODE_Festive)
+ {
+ // Chilly ambience
+ SoundLevel("FestiveAmbience", 60);
+
+ // Modulate brick colour
+ SetMaterialColor(Material("Brick"), 100, 100, 230, 150, 150, 255, 30, 30, 50);
+ }
} \ No newline at end of file