/*-- Cloud temple scenario section --*/ #strict 2 public func SectionName() { return "CloudTemple"; } public func SpawnpointLocations() { return [[70, 100], [140, 310], [1105, 310], [431, 443], [830, 160], [420, 160], [300, 90], [230, 440], [320, 310], [530, 90], [625, 160],[720, 90], [930, 310], [820, 440], [950, 90], [1180, 100], [1020, 440]]; } protected func Initialize() { Music(); if (ambienceEnabled) { // Create "Clouds" for (var i; i < 60; ++i) { if (mode == MODE_Apocalyptic) { CreateParticle("Fog3", Random(LandscapeWidth()), RandomX(570, 700) -10, 0, 0, RandomX(1250, 2000), RGBa(200,0,0,60)); } else { CreateParticle("Fog3", Random(LandscapeWidth()), RandomX(570, 700) -10, 0, 0, RandomX(1250, 2000)); } } // Create sun and lenseflare if (mode != MODE_Festive) { CreateObject(SONE, 0, 0, NO_OWNER); CreateObject(LENS, 0, 0, NO_OWNER); }; SetSkyParallax(0, 0, 0, 2, 0, 0, 0); // Create crystals CreateObject(BCRY, LandscapeWidth()/2, 171, NO_OWNER); // CreateObject(BCRS, 100, 100, NO_OWNER); } if (mode == MODE_Apocalyptic) { SetSkyParallax(0, 0, 0, 4, 0, 0, 0); // 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); // Modulate huge/giant crystal colour - work in progress! } if (mode == MODE_Festive) { // Modulate material colour SetMatAdjust(RGBa(175, 230, 255, 55)); // Modulate crystal colour SetClrModulation(RGBa(175, 230, 255, 55), FindObject(BCRY)); } } public func SectionAmbienceSounds() { if (mode == MODE_Festive) return [["FestiveAmbience.ogg", 25]]; else if (mode == MODE_Apocalyptic) return [["ExtremeAmbience.ogg", 75]]; else return [["CloudAmbience.ogg", 50]]; }