/*-- 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); } }