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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], [1020, 440]]; }
protected func Initialize()
{
if (ambienceEnabled)
{
// Create "Clouds"
for (var i; i < 60; ++i)
{
if (mode == MODE_Apocalyptic)
{
CreateParticle("Fog3", Random(LandscapeWidth()), RandomX(570, 700) -10, 0, 0, RandomX(1250, 2000), RGBa(200,0,0,60));
}
else
{
CreateParticle("Fog3", Random(LandscapeWidth()), RandomX(570, 700) -10, 0, 0, RandomX(1250, 2000));
}
}
// Create sun and lenseflare
if (mode != MODE_Festive)
{
CreateObject(SONE, 0, 0, NO_OWNER);
CreateObject(LENS, 0, 0, NO_OWNER);
};
SetSkyParallax(0, 0, 0, 2, 0, 0, 0);
// Create crystals
CreateObject(BCRY, LandscapeWidth()/2, 171, NO_OWNER);
// CreateObject(BCRS, 100, 100, NO_OWNER);
}
if (mode == MODE_Apocalyptic)
{
SetSkyParallax(0, 0, 0, 4, 0, 0, 0);
// 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);
// Modulate huge/giant crystal colour - work in progress!
}
if (mode == MODE_Festive)
{
// Modulate material colour
SetMatAdjust(RGBa(175, 230, 255, 55));
// Modulate crystal colour
SetClrModulation(RGBa(175, 230, 255, 55), FindObject(BCRY));
}
}
public func SectionAmbienceSounds()
{
return [["CloudAmbience.ogg", 50]];
}
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