/*-- 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]]; } protected func Initialize() { Music(); // Create "Clouds" for (var i; i < 100; ++i) { if (mode == MODE_Apocalyptic) { CreateParticle("Fog3", Random(LandscapeWidth()), RandomX(570, 700) -10, 0, 0, RandomX(1250, 2000), RGB(255,0,0)); } else { CreateParticle("Fog3", Random(LandscapeWidth()), RandomX(570, 700) -10, 0, 0, RandomX(1250, 2000)); } } if (ambienceEnabled) { // Create background sound if (mode != MODE_Apocalyptic && mode != MODE_Festive) SoundLevel("CloudAmbience", 50); // 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 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); } }