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/*-- 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()
{
// Water/Lava sources
// var water = [CreateObject(WTFL, 615, 295, NO_OWNER), CreateObject(WTFL, 630, 285, NO_OWNER)];
// TODO: Remove sound via appendto + adjust positions
// Create Fog
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) 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
Music();
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);
}
}
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