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| 1 | 1. | |
| 2 | - | Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0 |
| 2 | + | |
| 3 | - | Scripter: Sparks |
| 3 | + | |
| 4 | - | Tutorial: Sniperbolt |
| 4 | + | 2. |
| 5 | Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0 | |
| 6 | - | Version 1.0 (9/24/2009 7:51:18 PM) |
| 6 | + | |
| 7 | - | -- Initial Release Of Source Files |
| 7 | + | 3. |
| 8 | Scripter: Sparks | |
| 9 | ||
| 10 | 4. | |
| 11 | Tutorial: Sniperbolt | |
| 12 | ||
| 13 | 5. | |
| 14 | ||
| 15 | ||
| 16 | 6. | |
| 17 | Version 1.0 (9/24/2009 7:51:18 PM) | |
| 18 | ||
| 19 | 7. | |
| 20 | -- Initial Release Of Source Files | |
| 21 | ||
| 22 | 8. | |
| 23 | */ | |
| 24 | ||
| 25 | - | level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything |
| 25 | + | 9. |
| 26 | ||
| 27 | - | // Must Change These To Your Maps |
| 27 | + | |
| 28 | - | level.DLC3.createArt = maps\createart\nazi_zombie_the_escape_art::main; |
| 28 | + | 10. |
| 29 | - | level.DLC3.createFX = maps\createfx\nazi_zombie_the_escape_fx::main; |
| 29 | + | |
| 30 | - | // level.DLC3.myFX = ::preCacheMyFX; |
| 30 | + | |
| 31 | 11. | |
| 32 | - | /*-------------------- |
| 32 | + | |
| 33 | - | FX |
| 33 | + | |
| 34 | - | ----------------------*/ |
| 34 | + | 12. |
| 35 | - | DLC3_FX(); |
| 35 | + | |
| 36 | ||
| 37 | - | /*-------------------- |
| 37 | + | 13. |
| 38 | - | LEVEL VARIABLES |
| 38 | + | |
| 39 | - | ----------------------*/ |
| 39 | + | |
| 40 | 14. | |
| 41 | - | // Variable Containing Helpful Text For Modders -- Don't Remove |
| 41 | + | |
| 42 | - | level.modderHelpText = []; |
| 42 | + | |
| 43 | 15. | |
| 44 | - | // |
| 44 | + | |
| 45 | - | // Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish |
| 45 | + | |
| 46 | - | // |
| 46 | + | 16. |
| 47 | #include maps\_zombiemode_zone_manager; | |
| 48 | - | // Edit The Value In Mod.STR For Your Level Introscreen Place |
| 48 | + | |
| 49 | - | level.DLC3.introString = &"nazi zombie tes"; |
| 49 | + | 17. |
| 50 | #include maps\_music; | |
| 51 | - | // Weapons. Pointer function automatically loads weapons used in Der Riese. |
| 51 | + | |
| 52 | - | level.DLC3.weapons = maps\dlc3_code::include_weapons; |
| 52 | + | 18. |
| 53 | ||
| 54 | - | // Power Ups. Pointer function automatically loads power ups used in Der Riese. |
| 54 | + | |
| 55 | - | level.DLC3.powerUps = maps\dlc3_code::include_powerups; |
| 55 | + | 19. |
| 56 | // DLC3 Utilities | |
| 57 | - | // Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000. |
| 57 | + | |
| 58 | - | level.DLC3.perk_altMeleeDamage = 1000; |
| 58 | + | 20. |
| 59 | #include maps\dlc3_code; | |
| 60 | - | // Adjusts barrier search override. Stock is 400. |
| 60 | + | |
| 61 | - | level.DLC3.barrierSearchOverride = 400; |
| 61 | + | 21. |
| 62 | #include maps\dlc3_teleporter; | |
| 63 | - | // Adjusts power up drop max per round. Stock is 3. |
| 63 | + | |
| 64 | - | level.DLC3.powerUpDropMax = 3; |
| 64 | + | 22. |
| 65 | ||
| 66 | - | // _loadout Variables |
| 66 | + | |
| 67 | - | level.DLC3.useCoopHeroes = true; |
| 67 | + | 23. |
| 68 | main() | |
| 69 | - | // Bridge Feature |
| 69 | + | |
| 70 | - | level.DLC3.useBridge = false; |
| 70 | + | 24. |
| 71 | {
| |
| 72 | - | // Hell Hounds |
| 72 | + | |
| 73 | - | level.DLC3.useHellHounds = true; |
| 73 | + | 25. |
| 74 | level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything | |
| 75 | - | // Mixed Rounds |
| 75 | + | |
| 76 | - | level.DLC3.useMixedRounds = true; |
| 76 | + | 26. |
| 77 | ||
| 78 | - | // Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant |
| 78 | + | |
| 79 | - | boxArray = []; |
| 79 | + | 27. |
| 80 | - | boxArray[ boxArray.size ] = "start_chest"; |
| 80 | + | // Must Change These To Your Maps |
| 81 | - | boxArray[ boxArray.size ] = "chest1"; |
| 81 | + | |
| 82 | - | boxArray[ boxArray.size ] = "chest2"; |
| 82 | + | 28. |
| 83 | - | boxArray[ boxArray.size ] = "chest3"; |
| 83 | + | level.DLC3.createArt = maps\createart\nazi_zombie_the_escape_art::main; |
| 84 | - | boxArray[ boxArray.size ] = "chest4"; |
| 84 | + | |
| 85 | - | boxArray[ boxArray.size ] = "chest5"; |
| 85 | + | 29. |
| 86 | - | level.DLC3.PandoraBoxes = boxArray; |
| 86 | + | level.DLC3.createFX = maps\createfx\nazi_zombie_the_escape_fx::main; |
| 87 | ||
| 88 | - | // Initial Zone(s) -- Zone(s) You Want Activated At Map Start |
| 88 | + | 30. |
| 89 | - | zones = []; |
| 89 | + | // level.DLC3.myFX = ::preCacheMyFX; |
| 90 | - | zones[ zones.size ] = "start_zone"; |
| 90 | + | |
| 91 | - | level.DLC3.initialZones = zones; |
| 91 | + | 31. |
| 92 | ||
| 93 | - | // Electricity Switch -- If False Map Will Start With Power On |
| 93 | + | |
| 94 | - | level.DLC3.useElectricSwitch = true; |
| 94 | + | 32. |
| 95 | /*-------------------- | |
| 96 | - | // Electric Traps |
| 96 | + | |
| 97 | - | level.DLC3.useElectricTraps = true; |
| 97 | + | 33. |
| 98 | FX | |
| 99 | - | // _zombiemode_weapons Variables |
| 99 | + | |
| 100 | - | level.DLC3.usePandoraBoxLight = true; |
| 100 | + | 34. |
| 101 | - | level.DLC3.useChestPulls = true; |
| 101 | + | ----------------------*/ |
| 102 | - | level.DLC3.useChestMoves = true; |
| 102 | + | |
| 103 | - | level.DLC3.useWeaponSpawn = true; |
| 103 | + | 35. |
| 104 | - | level.DLC3.useGiveWeapon = true; |
| 104 | + | DLC3_FX(); |
| 105 | ||
| 106 | - | // _zombiemode_spawner Varibles |
| 106 | + | 36. |
| 107 | - | level.DLC3.riserZombiesGoToDoorsFirst = true; |
| 107 | + | |
| 108 | - | level.DLC3.riserZombiesInActiveZonesOnly = true; |
| 108 | + | |
| 109 | - | level.DLC3.assureNodes = true; |
| 109 | + | 37. |
| 110 | /*-------------------- | |
| 111 | - | // _zombiemode_perks Variables |
| 111 | + | |
| 112 | - | level.DLC3.perksNeedPowerOn = true; |
| 112 | + | 38. |
| 113 | LEVEL VARIABLES | |
| 114 | - | // _zombiemode_devgui Variables |
| 114 | + | |
| 115 | - | level.DLC3.powerSwitch = true; |
| 115 | + | 39. |
| 116 | ----------------------*/ | |
| 117 | - | /*-------------------- |
| 117 | + | |
| 118 | - | FUNCTION CALLS - PRE _Load |
| 118 | + | 40. |
| 119 | - | ----------------------*/ |
| 119 | + | |
| 120 | - | level thread DLC3_threadCalls(); |
| 120 | + | |
| 121 | 41. | |
| 122 | - | /*-------------------- |
| 122 | + | // Variable Containing Helpful Text For Modders -- Don't Remove |
| 123 | - | ZOMBIE MODE |
| 123 | + | |
| 124 | - | ----------------------*/ |
| 124 | + | 42. |
| 125 | - | [[level.DLC3.weapons]](); |
| 125 | + | level.modderHelpText = []; |
| 126 | - | [[level.DLC3.powerUps]](); |
| 126 | + | |
| 127 | - | ////////////////////////////////////////////////// |
| 127 | + | 43. |
| 128 | ||
| 129 | ||
| 130 | 44. | |
| 131 | // | |
| 132 | ||
| 133 | 45. | |
| 134 | // Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish | |
| 135 | ||
| 136 | 46. | |
| 137 | // | |
| 138 | - | /*-------------------- |
| 138 | + | |
| 139 | - | FUNCTION CALLS - POST _Load |
| 139 | + | 47. |
| 140 | - | ----------------------*/ |
| 140 | + | |
| 141 | - | level.zone_manager_init_func = ::dlc3_zone_init; |
| 141 | + | |
| 142 | - | level thread DLC3_threadCalls2(); |
| 142 | + | 48. |
| 143 | - | thread para_egg(); |
| 143 | + | // Edit The Value In Mod.STR For Your Level Introscreen Place |
| 144 | ||
| 145 | 49. | |
| 146 | level.DLC3.introString = &"nazi zombie tes"; | |
| 147 | ||
| 148 | 50. | |
| 149 | ||
| 150 | ||
| 151 | 51. | |
| 152 | // Weapons. Pointer function automatically loads weapons used in Der Riese. | |
| 153 | ||
| 154 | 52. | |
| 155 | level.DLC3.weapons = maps\dlc3_code::include_weapons; | |
| 156 | ||
| 157 | 53. | |
| 158 | ||
| 159 | ||
| 160 | 54. | |
| 161 | // Power Ups. Pointer function automatically loads power ups used in Der Riese. | |
| 162 | ||
| 163 | 55. | |
| 164 | - | add_adjacent_zone( "start_zone", "zone1", "enter_zone1" ); |
| 164 | + | level.DLC3.powerUps = maps\dlc3_code::include_powerups; |
| 165 | - | add_adjacent_zone( "zone1", "zone2", "enter_zone2" ); |
| 165 | + | |
| 166 | 56. | |
| 167 | ||
| 168 | - | /* |
| 168 | + | |
| 169 | - | ============= |
| 169 | + | 57. |
| 170 | - | ///ScriptDocBegin |
| 170 | + | // Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000. |
| 171 | - | "Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )" |
| 171 | + | |
| 172 | - | "Summary: Sets up adjacent zones." |
| 172 | + | 58. |
| 173 | - | "MandatoryArg: <zone_1>: Name of first Info_Volume" |
| 173 | + | level.DLC3.perk_altMeleeDamage = 1000; |
| 174 | - | "MandatoryArg: <zone_2>: Name of second Info_Volume" |
| 174 | + | |
| 175 | - | "MandatoryArg: <flag>: Flag to be set to initiate zones" |
| 175 | + | 59. |
| 176 | - | "OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false." |
| 176 | + | |
| 177 | - | "Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );" |
| 177 | + | |
| 178 | - | ///ScriptDocEnd |
| 178 | + | 60. |
| 179 | - | ============= |
| 179 | + | // Adjusts barrier search override. Stock is 400. |
| 180 | - | */ |
| 180 | + | |
| 181 | 61. | |
| 182 | - | // Outside East Door |
| 182 | + | level.DLC3.barrierSearchOverride = 400; |
| 183 | - | //add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" ); |
| 183 | + | |
| 184 | 62. | |
| 185 | ||
| 186 | ||
| 187 | 63. | |
| 188 | // Adjusts power up drop max per round. Stock is 3. | |
| 189 | ||
| 190 | 64. | |
| 191 | level.DLC3.powerUpDropMax = 3; | |
| 192 | ||
| 193 | - | if(tag) {
|
| 193 | + | 65. |
| 194 | - | model = spawn("script_model", self.origin);
|
| 194 | + | |
| 195 | - | model setmodel("tag_origin");
|
| 195 | + | |
| 196 | - | play_fx(effect, undefined, model); |
| 196 | + | 66. |
| 197 | - | } else |
| 197 | + | // _loadout Variables |
| 198 | - | play_fx(effect, loc, undefined); |
| 198 | + | |
| 199 | 67. | |
| 200 | level.DLC3.useCoopHeroes = true; | |
| 201 | ||
| 202 | - | if(!isdefined(level._effect[effect])) {
|
| 202 | + | 68. |
| 203 | - | iPrintLn("Effect is undefined!");
|
| 203 | + | |
| 204 | - | return; |
| 204 | + | |
| 205 | - | } |
| 205 | + | 69. |
| 206 | // Bridge Feature | |
| 207 | - | if(isdefined(model)) |
| 207 | + | |
| 208 | - | playfxontag(level._effect[effect], self, "tag_origin"); |
| 208 | + | 70. |
| 209 | - | else |
| 209 | + | level.DLC3.useBridge = false; |
| 210 | - | playfx(level._effect[effect], loc); |
| 210 | + | |
| 211 | 71. | |
| 212 | ||
| 213 | ||
| 214 | 72. | |
| 215 | // Hell Hounds | |
| 216 | ||
| 217 | 73. | |
| 218 | level.DLC3.useHellHounds = true; | |
| 219 | ||
| 220 | 74. | |
| 221 | ||
| 222 | ||
| 223 | 75. | |
| 224 | // Mixed Rounds | |
| 225 | ||
| 226 | 76. | |
| 227 | level.DLC3.useMixedRounds = true; | |
| 228 | ||
| 229 | 77. | |
| 230 | ||
| 231 | ||
| 232 | 78. | |
| 233 | // Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant | |
| 234 | ||
| 235 | 79. | |
| 236 | boxArray = []; | |
| 237 | ||
| 238 | 80. | |
| 239 | boxArray[ boxArray.size ] = "start_chest"; | |
| 240 | ||
| 241 | 81. | |
| 242 | boxArray[ boxArray.size ] = "chest1"; | |
| 243 | ||
| 244 | 82. | |
| 245 | boxArray[ boxArray.size ] = "chest2"; | |
| 246 | ||
| 247 | 83. | |
| 248 | boxArray[ boxArray.size ] = "chest3"; | |
| 249 | ||
| 250 | 84. | |
| 251 | boxArray[ boxArray.size ] = "chest4"; | |
| 252 | ||
| 253 | 85. | |
| 254 | boxArray[ boxArray.size ] = "chest5"; | |
| 255 | ||
| 256 | 86. | |
| 257 | level.DLC3.PandoraBoxes = boxArray; | |
| 258 | ||
| 259 | 87. | |
| 260 | ||
| 261 | ||
| 262 | 88. | |
| 263 | // Initial Zone(s) -- Zone(s) You Want Activated At Map Start | |
| 264 | ||
| 265 | 89. | |
| 266 | zones = []; | |
| 267 | ||
| 268 | 90. | |
| 269 | zones[ zones.size ] = "start_zone"; | |
| 270 | ||
| 271 | 91. | |
| 272 | level.DLC3.initialZones = zones; | |
| 273 | ||
| 274 | 92. | |
| 275 | ||
| 276 | ||
| 277 | 93. | |
| 278 | // Electricity Switch -- If False Map Will Start With Power On | |
| 279 | ||
| 280 | 94. | |
| 281 | level.DLC3.useElectricSwitch = true; | |
| 282 | ||
| 283 | 95. | |
| 284 | ||
| 285 | ||
| 286 | 96. | |
| 287 | // Electric Traps | |
| 288 | ||
| 289 | 97. | |
| 290 | level.DLC3.useElectricTraps = true; | |
| 291 | ||
| 292 | 98. | |
| 293 | ||
| 294 | ||
| 295 | 99. | |
| 296 | // _zombiemode_weapons Variables | |
| 297 | ||
| 298 | 100. | |
| 299 | level.DLC3.usePandoraBoxLight = true; | |
| 300 | ||
| 301 | 101. | |
| 302 | level.DLC3.useChestPulls = true; | |
| 303 | ||
| 304 | 102. | |
| 305 | level.DLC3.useChestMoves = true; | |
| 306 | ||
| 307 | 103. | |
| 308 | level.DLC3.useWeaponSpawn = true; | |
| 309 | ||
| 310 | 104. | |
| 311 | level.DLC3.useGiveWeapon = true; | |
| 312 | ||
| 313 | 105. | |
| 314 | ||
| 315 | ||
| 316 | 106. | |
| 317 | // _zombiemode_spawner Varibles | |
| 318 | ||
| 319 | 107. | |
| 320 | level.DLC3.riserZombiesGoToDoorsFirst = true; | |
| 321 | ||
| 322 | 108. | |
| 323 | level.DLC3.riserZombiesInActiveZonesOnly = true; | |
| 324 | ||
| 325 | 109. | |
| 326 | level.DLC3.assureNodes = true; | |
| 327 | ||
| 328 | 110. | |
| 329 | ||
| 330 | ||
| 331 | 111. | |
| 332 | // _zombiemode_perks Variables | |
| 333 | ||
| 334 | 112. | |
| 335 | level.DLC3.perksNeedPowerOn = true; | |
| 336 | ||
| 337 | 113. | |
| 338 | ||
| 339 | ||
| 340 | 114. | |
| 341 | // _zombiemode_devgui Variables | |
| 342 | ||
| 343 | 115. | |
| 344 | level.DLC3.powerSwitch = true; | |
| 345 | ||
| 346 | 116. | |
| 347 | ||
| 348 | ||
| 349 | 117. | |
| 350 | /*-------------------- | |
| 351 | ||
| 352 | 118. | |
| 353 | FUNCTION CALLS - PRE _Load | |
| 354 | ||
| 355 | 119. | |
| 356 | ----------------------*/ | |
| 357 | ||
| 358 | 120. | |
| 359 | level thread DLC3_threadCalls(); | |
| 360 | ||
| 361 | 121. | |
| 362 | ||
| 363 | ||
| 364 | 122. | |
| 365 | /*-------------------- | |
| 366 | ||
| 367 | 123. | |
| 368 | ZOMBIE MODE | |
| 369 | ||
| 370 | 124. | |
| 371 | ----------------------*/ | |
| 372 | ||
| 373 | 125. | |
| 374 | [[level.DLC3.weapons]](); | |
| 375 | ||
| 376 | 126. | |
| 377 | [[level.DLC3.powerUps]](); | |
| 378 | ||
| 379 | 127. | |
| 380 | ////////////////////////////////////////////////// | |
| 381 | ||
| 382 | 128. | |
| 383 | //Music Player .gsc | |
| 384 | ||
| 385 | 129. | |
| 386 | ////////////////////////////////////////////////// | |
| 387 | ||
| 388 | 130. | |
| 389 | preCacheModel ("zombie_zapper_cagelight_green");
| |
| 390 | ||
| 391 | 131. | |
| 392 | game["tom_music_player"] = "tom_music_player"; | |
| 393 | ||
| 394 | 132. | |
| 395 | PrecacheMenu( game["tom_music_player"] ); | |
| 396 | ||
| 397 | 133. | |
| 398 | level thread maps\tom_music_player_unl::main(); | |
| 399 | ||
| 400 | 134. | |
| 401 | preCacheFX(); | |
| 402 | ||
| 403 | 135. | |
| 404 | maps\_zombiemode::main(); | |
| 405 | ||
| 406 | 136. | |
| 407 | maps\planes::main(); | |
| 408 | ||
| 409 | 137. | |
| 410 | ||
| 411 | ||
| 412 | 138. | |
| 413 | /*-------------------- | |
| 414 | ||
| 415 | 139. | |
| 416 | FUNCTION CALLS - POST _Load | |
| 417 | ||
| 418 | 140. | |
| 419 | ----------------------*/ | |
| 420 | ||
| 421 | 141. | |
| 422 | level.zone_manager_init_func = ::dlc3_zone_init; | |
| 423 | ||
| 424 | 142. | |
| 425 | level thread DLC3_threadCalls2(); | |
| 426 | ||
| 427 | 143. | |
| 428 | thread para_egg(); | |
| 429 | ||
| 430 | 144. | |
| 431 | thread make_fx(); | |
| 432 | ||
| 433 | 145. | |
| 434 | thread maps\_kinostyle_teleporter::init(); | |
| 435 | ||
| 436 | 146. | |
| 437 | } | |
| 438 | ||
| 439 | 147. | |
| 440 | ||
| 441 | ||
| 442 | 148. | |
| 443 | // Paragalor's easter egg function | |
| 444 | ||
| 445 | 149. | |
| 446 | para_egg() | |
| 447 | ||
| 448 | 150. | |
| 449 | {
| |
| 450 | ||
| 451 | 151. | |
| 452 | trig = getEnt("para_eggtrig", "targetname");
| |
| 453 | ||
| 454 | 152. | |
| 455 | trig UseTriggerRequireLookAt(); | |
| 456 | ||
| 457 | 153. | |
| 458 | trig SetCursorHint( "HINT_NOICON" ); | |
| 459 | ||
| 460 | 154. | |
| 461 | trig waittill ("trigger");
| |
| 462 | ||
| 463 | 155. | |
| 464 | trig delete(); | |
| 465 | ||
| 466 | 156. | |
| 467 | players = get_players(); | |
| 468 | ||
| 469 | 157. | |
| 470 | for( i = 0; i < players.size; i++ ) | |
| 471 | ||
| 472 | 158. | |
| 473 | players[i] playsound("para_egg");
| |
| 474 | ||
| 475 | 159. | |
| 476 | } | |
| 477 | ||
| 478 | 160. | |
| 479 | ||
| 480 | ||
| 481 | 161. | |
| 482 | dlc3_zone_init() | |
| 483 | ||
| 484 | 162. | |
| 485 | {
| |
| 486 | ||
| 487 | 163. | |
| 488 | ||
| 489 | ||
| 490 | 164. | |
| 491 | add_adjacent_zone( "start_zone", "zone1", "enter_zone1" ); | |
| 492 | ||
| 493 | add_adjacent_zone( "start_zone", "zone2", "enter_zone2" ); | |
| 494 | 165. | |
| 495 | add_adjacent_zone( "zone1", "zone2", "enter_zone2" ); | |
| 496 | ||
| 497 | 166. | |
| 498 | add_adjacent_zone( "zone2", "zone3", "enter_zone3" ); | |
| 499 | ||
| 500 | 167. | |
| 501 | add_adjacent_zone( "zone3", "zone4", "enter_zone4" ); | |
| 502 | ||
| 503 | 168. | |
| 504 | /* | |
| 505 | ||
| 506 | 169. | |
| 507 | ============= | |
| 508 | ||
| 509 | 170. | |
| 510 | ///ScriptDocBegin | |
| 511 | ||
| 512 | 171. | |
| 513 | "Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )" | |
| 514 | ||
| 515 | 172. | |
| 516 | "Summary: Sets up adjacent zones." | |
| 517 | ||
| 518 | 173. | |
| 519 | "MandatoryArg: <zone_1>: Name of first Info_Volume" | |
| 520 | ||
| 521 | 174. | |
| 522 | "MandatoryArg: <zone_2>: Name of second Info_Volume" | |
| 523 | ||
| 524 | 175. | |
| 525 | "MandatoryArg: <flag>: Flag to be set to initiate zones" | |
| 526 | ||
| 527 | 176. | |
| 528 | "OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false." | |
| 529 | ||
| 530 | 177. | |
| 531 | "Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );" | |
| 532 | ||
| 533 | 178. | |
| 534 | ///ScriptDocEnd | |
| 535 | ||
| 536 | 179. | |
| 537 | ============= | |
| 538 | ||
| 539 | 180. | |
| 540 | */ | |
| 541 | ||
| 542 | 181. | |
| 543 | ||
| 544 | ||
| 545 | 182. | |
| 546 | // Outside East Door | |
| 547 | ||
| 548 | 183. | |
| 549 | //add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" ); | |
| 550 | ||
| 551 | 184. | |
| 552 | } | |
| 553 | ||
| 554 | 185. | |
| 555 | ||
| 556 | ||
| 557 | 186. | |
| 558 | make_fx() {
| |
| 559 | ||
| 560 | 187. | |
| 561 | ||
| 562 | ||
| 563 | 188. | |
| 564 | setup_fx(false, (264, -1552, -56), "electrical1"); | |
| 565 | ||
| 566 | 189. | |
| 567 | ||
| 568 | ||
| 569 | 190. | |
| 570 | } | |
| 571 | ||
| 572 | 191. | |
| 573 | ||
| 574 | ||
| 575 | 192. | |
| 576 | setup_fx(tag, loc, effect) {
| |
| 577 | ||
| 578 | 193. | |
| 579 | if(tag) {
| |
| 580 | ||
| 581 | 194. | |
| 582 | model = spawn("script_model", self.origin);
| |
| 583 | ||
| 584 | 195. | |
| 585 | model setmodel("tag_origin");
| |
| 586 | ||
| 587 | 196. | |
| 588 | play_fx(effect, undefined, model); | |
| 589 | ||
| 590 | 197. | |
| 591 | } else | |
| 592 | ||
| 593 | 198. | |
| 594 | play_fx(effect, loc, undefined); | |
| 595 | ||
| 596 | 199. | |
| 597 | } | |
| 598 | ||
| 599 | 200. | |
| 600 | ||
| 601 | ||
| 602 | 201. | |
| 603 | play_fx(effect, loc, model) {
| |
| 604 | ||
| 605 | 202. | |
| 606 | if(!isdefined(level._effect[effect])) {
| |
| 607 | ||
| 608 | 203. | |
| 609 | iPrintLn("Effect is undefined!");
| |
| 610 | ||
| 611 | 204. | |
| 612 | return; | |
| 613 | ||
| 614 | 205. | |
| 615 | } | |
| 616 | ||
| 617 | 206. | |
| 618 | ||
| 619 | ||
| 620 | 207. | |
| 621 | if(isdefined(model)) | |
| 622 | ||
| 623 | 208. | |
| 624 | playfxontag(level._effect[effect], self, "tag_origin"); | |
| 625 | ||
| 626 | 209. | |
| 627 | else | |
| 628 | ||
| 629 | 210. | |
| 630 | playfx(level._effect[effect], loc); | |
| 631 | ||
| 632 | 211. | |
| 633 | } | |
| 634 | ||
| 635 | 212. | |
| 636 | ||
| 637 | ||
| 638 | 213. | |
| 639 | preCacheFX() {
| |
| 640 | ||
| 641 | 214. | |
| 642 | level._effect["electrical1"] = loadfx("env/electrical/fx_elec_sparks_looping");
| |
| 643 | ||
| 644 | 215. | |
| 645 | } |