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-rw-r--r--TemplePushing.c4s/Sections.c4d/SectLiquidTemple.c4d/Script.c58
1 files changed, 58 insertions, 0 deletions
diff --git a/TemplePushing.c4s/Sections.c4d/SectLiquidTemple.c4d/Script.c b/TemplePushing.c4s/Sections.c4d/SectLiquidTemple.c4d/Script.c
new file mode 100644
index 0000000..3ab2be2
--- /dev/null
+++ b/TemplePushing.c4s/Sections.c4d/SectLiquidTemple.c4d/Script.c
@@ -0,0 +1,58 @@
+/*-- Liquid temple scenario section --*/
+
+#strict 2
+
+public func SectionName() { return "LiquidTemple"; }
+
+ public func SpawnpointLocations() { return [[100, 515], [290, 490], [480, 460], [180, 315], [370, 285], [1440, 515], [1250, 490], [1060, 460], [1360, 315], [1170, 285], [715, 330], [870, 450]/*, [615, 70], [925, 70]*/, [770, 90], [715, 210], [825, 390]]; }
+
+ protected func Initialize()
+{
+ if (ambienceEnabled)
+ {
+ // Create lava rain
+ AddEffect("LavaRain", 0, 20, 1);
+
+ /*
+ / Create sun and lensflare
+ CreateObject(SONE, 0, 0, NO_OWNER);
+ CreateObject(LENS, 0, 0, NO_OWNER);
+ */
+
+ // Create background sound
+ if (mode != MODE_Apocalyptic) SoundLevel("LiquidAmbience", 50);
+
+ /*
+ {
+ for (var i; i < 300; ++i)
+ {
+ CreateParticle("Fog", Random(LandscapeWidth()), Random(LandscapeHeight()) + 300, 0, 1, RandomX(2000, 2500));
+ }
+ return(1);
+ }
+ */
+ }
+
+ 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 colour (material)
+
+ SetMaterialColor(Material("Brick"), 100, 0, 0, 150, 0, 0, 20, 0, 0);
+ }
+}
+
+