/*-- 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], [648, 460], [432, 438], [170, 118], [299, 170], [441, 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) { // Background Sound if (mode != MODE_Apocalyptic && mode != MODE_Festive) SoundLevel("Ambience", 70); // 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); // Background sound 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); } if (mode == MODE_Festive) { // Chilly ambience if (ambienceEnabled) SoundLevel("FestiveAmbience", 60); // Modulate brick color (object + material) for (var brick in bricks) { brick->SetClrModulation(RGB(189, 243, 255)); } SetMaterialColor(Material("Brick"), 100, 100, 230, 150, 150, 255, 30, 30, 50); } }