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main()
{level thread teh_rain();
}
teh_rain()
{
zufall = RandomInt(100);
while(1) { players = getentarray("player", "classname"); if(players.size > 0) {max_nodes = 20;
max_nodes_per_player = max_nodes/players.size;
for(ii=0;ii<max_nodes_per_player;ii++) {
for(i = 0; i < players.size; i++) {player = players[i];
if(isAlive(player)) {x= 350-randomfloat(700);
y= 350-randomfloat(700);
pos = player.origin +(x,y,200) ;
trace = bulletTrace(pos,pos +(0,0,-250), true, undefined);
if(trace["fraction"] != 1) playfx(level.the_rain,trace["position"]);
wait 0.05;
}
}
}
}
wait 0.05;
}
}
level.the_rain
= loadfx
("fx/atmosphere/chateau_rain.efx");
mapsmp ain::main();So yourmap.gsc should look something like this:
main()
{setCullFog (0, 16050, .54, .56, .50, 0);
setExpFog (0.00015, .36, .39, .42, 0 );
ambientPlay("some tunes");
game["layoutimage"] = "my piccy";
level thread mapsmp\_tankdrive_gmi::main();
level thread mapsmp\_jeepdrive_gmi::main();
level thread mapsmp\_flak_gmi::main();
level.the_rain = loadfx ("fx/atmosphere/chateau_rain.efx");
mapsmp\_load::main();
mapsmp ain::main(); //calls rain efx
game["allies"] = "russian";
game["axis"] = "german";
game["russian_soldiertype"] = "veteran";
game["russian_soldiervariation"] = "normal";
game["german_soldiertype"] = "wehrmacht";
game["german_soldiervariation"] = "normal";
game["attackers"] = "allies";
game["defenders"] = "axis";
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