1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
|
/*-- Cave temple scenario section --*/
#strict 2
public func SectionName() { return "Cave"; }
/*
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], [1170, 290], [105, 375], [910, 400], [560, 610], [1040, 530], [300, 530], [780, 530], [1040, 400]]; }
protected func Initialize()
{
// Moving bricks
var bricks = [CreateObject(BRK2, 240, 150, NO_OWNER), CreateObject(BRK2, 970, 150, NO_OWNER)];
if (ambienceEnabled)
{
// 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);
// 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)
{
// Modulate brick color (object + material)
for (var brick in bricks)
{
brick->SetClrModulation(RGBa(125, 200, 255, 30));
}
// Modulate material colour
SetMatAdjust(RGBa(125, 200, 255, 30));
}
}
*/
public func SectionAmbienceSounds()
{
if (mode == MODE_Festive) return [["FestiveAmbience.ogg", 25]];
else if (mode == MODE_Apocalyptic) return [["ExtremeAmbience.ogg", 75]];
else return [["CaveAmbience.ogg", 50], ["Rain.ogg", 75]];
}
|