raw\maps\nazi_zombie_ug_fx.gsc
Code:
#include maps\_utility;
#include common_scripts\utility;<br />
<br />
main()
{
maps\createfx\nazi_zombie_ug_fx::main();
scriptedFX();
precache_createfx_fx();
footsteps();
}<br />
<br />
footsteps()
{
animscripts\utility::setFootstepEffect( "asphalt", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "brick", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "carpet", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "cloth", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "concrete", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "dirt", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "foliage", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "gravel", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "grass", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "ice", LoadFx( "bio/player/fx_footstep_snow" ) );
animscripts\utility::setFootstepEffect( "metal", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "mud", LoadFx( "bio/player/fx_footstep_mud" ) );
animscripts\utility::setFootstepEffect( "paper", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "plaster", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "rock", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "sand", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "snow", LoadFx( "bio/player/fx_footstep_snow" ) );
animscripts\utility::setFootstepEffect( "water", LoadFx( "bio/player/fx_footstep_water" ) );
animscripts\utility::setFootstepEffect( "wood", LoadFx( "bio/player/fx_footstep_dust" ) );
}<br />
<br />
precache_createfx_fx()
{
level._effect["fog_thick"] = loadfx ("env/smoke/fx_fog_rolling_thick_600x600");
}<br />
<br />
scriptedFX()
{
level._effect["large_ceiling_dust"] = LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );
level._effect["poltergeist"] = LoadFx( "misc/fx_zombie_couch_effect" );
}
raw\maps\createfx\nazi_zombie_ug_fx.gsc
Code:
//_createfx generated. Do not touch!!
main()
{
// CreateFX entities placed: 1
ent = maps\_utility::createOneshotEffect( "fog_thick" );
ent.v[ "origin" ] = ( 200, 40, 60 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "fog_thick";
ent.v[ "delay" ] = -15;
}
zone_source\nazi_zombie_ug.csv
Code:
ignore,code_post_gfx
ignore,common<br />
<br />
// for zombie specific assets
include,zombiemode<br />
<br />
// for coop players
include,common_player_us<br />
<br />
// for all weapon sounds
sound,weapons,audio_test_tuey,all_sp<br />
<br />
rawfile,maps/nazi_zombie_ug.gsc
rawfile,maps/nazi_zombie_ug_fx.gsc
rawfile,maps/createfx/nazi_zombie_ug_fx.gsc<br />
<br />
// NEW
rawfile,clientscripts/nazi_zombie_ug.csc
rawfile,clientscripts/nazi_zombie_ug_fx.csc
rawfile,clientscripts/createfx/nazi_zombie_ug_fx.csc<br />
<br />
col_map_sp,maps/nazi_zombie_ug.d3dbsp<br />
<br />
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player<br />
<br />
xanim,ch_dazed_d_death
xanim,ch_dazed_c_death
xanim,ch_dazed_b_death
xanim,ch_dazed_a_death
xanim,ch_dazed_d
xanim,ch_dazed_c
xanim,ch_dazed_b
xanim,ch_dazed_a<br />
<br />
fx,env/dirt/fx_dust_ceiling_impact_lg_mdbrown
fx,misc/fx_zombie_couch_effect<br />
<br />
xmodel,skybox_zombie<br />
<br />
// WEAPONS
// regular weapons
weapon,sp/colt
weapon,sp/colt_dirty_harry
weapon,sp/m1garand
weapon,sp/kar98k_scoped_zombie
weapon,sp/kar98k
weapon,sp/fraggrenade
weapon,sp/m2_flamethrower_zombie
weapon,sp/molotov
weapon,sp/napalmblob
weapon,sp/napalmbloblight
weapon,sp/doublebarrel
weapon,sp/m1carbine
weapon,sp/fg42_bipod
weapon,sp/doublebarrel_sawed_grip
weapon,sp/gewehr43
weapon,sp/ptrs41_zombie
weapon,sp/shotgun
weapon,sp/stg44
weapon,sp/thompson
weapon,sp/mp40
weapon,sp/mg42_bipod
weapon,sp/bar
weapon,sp/springfield
weapon,sp/m1garand_gl
weapon,sp/panzerschrek
weapon,sp/mk2_frag
weapon,sp/m7_launcher
weapon,sp/walther
weapon,sp/sw_357
weapon,sp/30cal_bipod
weapon,sp/zombie_colt
weapon,sp/stielhandgranate
weapon,sp/ray_gun<br />
<br />
weapon,sp/fg42_bipod_crouch
weapon,sp/fg42_bipod_stand
weapon,sp/fg42_bipod_prone
weapon,sp/mg42_bipod_crouch
weapon,sp/mg42_bipod_stand
weapon,sp/mg42_bipod_prone
weapon,sp/type99_lmg_bipod_crouch
weapon,sp/type99_lmg_bipod_stand
weapon,sp/type99_lmg_bipod_prone<br />
<br />
fx,bio/player/fx_footstep_dust
fx,bio/player/fx_footstep_water
fx,bio/player/fx_footstep_sand
fx,bio/player/fx_footstep_mud
weapon,sp/30cal_bipod_crouch
weapon,sp/30cal_bipod_stand
weapon,sp/30cal_bipod_prone
raw\clientscripts\nazi_zombie_ug.csc
Code:
#include clientscripts\_utility;
#include clientscripts\_music;<br />
<br />
main()
{<br />
<br />
// _load!
clientscripts\_load::main();<br />
<br />
clientscripts\nazi_zombie_ug_fx::main();<br />
<br />
thread clientscripts\_fx::fx_init(0);
thread clientscripts\_audio::audio_init(0);<br />
<br />
// This needs to be called after all systems have been registered.
thread waitforclient(0);<br />
<br />
println("*** Client : Enjoy mapping");
}
raw\clientscripts\nazi_zombie_ug_fx.csc
Code:
#include clientscripts\_utility;
main()
{
clientscripts\createfx\nazi_zombie_ug_fx::main();
clientscripts\_fx::reportNumEffects();<br />
<br />
footsteps();
precache_createfx_fx();
disableFX = GetDvarInt( "disable_fx" );
if( !IsDefined( disableFX ) || disableFX <= 0 )
{
precache_scripted_fx();
}
} <br />
<br />
precache_scripted_fx()
{
level._effect["zombie_grain"] = LoadFx( "misc/fx_zombie_grain_cloud" );
}<br />
<br />
footsteps()
{
clientscripts\_utility::setFootstepEffect( "asphalt", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "brick", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "carpet", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "cloth", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "concrete", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "dirt", LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "foliage", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "gravel", LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "grass", LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "ice", LoadFx( "bio/player/fx_footstep_snow" ) );
clientscripts\_utility::setFootstepEffect( "metal", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "mud", LoadFx( "bio/player/fx_footstep_mud" ) );
clientscripts\_utility::setFootstepEffect( "paper", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "plaster", LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "rock", LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "sand", LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "snow", LoadFx( "bio/player/fx_footstep_snow" ) );
clientscripts\_utility::setFootstepEffect( "water", LoadFx( "bio/player/fx_footstep_water" ) );
clientscripts\_utility::setFootstepEffect( "wood", LoadFx( "bio/player/fx_footstep_dust" ) );
}<br />
<br />
// --- Ambient_Effects ---//<br />
<br />
precache_createfx_fx()
{
level._effect["fog_thick"] = loadfx("env/smoke/fx_fog_rolling_thick_600x600");
}
raw\clientscripts\createfx\nazi_zombie_ug_fx.csc
Code:
//_createfx generated. Do not touch!!
main()
{
//CreateFX entities placed: 1
ent = clientscripts\_fx::createOneshotEffect( "fog_thick" );
ent.v[ "origin" ] = ( 200, 40, 60 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "fog_thick";
ent.v[ "delay" ] = -15;
}