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/*-- 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],
[651, 449], [432, 438], [170, 118], [299, 170], [435, 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)
{
// Create background sound, fog and rain
if (mode != MODE_Apocalyptic) SoundLevel("Ambience", 50);
for (var i; i < 300; ++i)
{
CreateParticle("Fog", Random(LandscapeWidth()), Random(LandscapeHeight()) + 500, RandomX(3, 9), 0, RandomX(1000, 1500));
}
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
Music();
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);
}
}
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