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|
main(){
// rainfx
if (level.pval_rain_on == 1){
/*
level._effect[ "rain_heavy_mist1" ] = loadfx( "weather/rain_mp_cargoship" );
maps\mp\_fx::loopfx("rain_heavy_mist1", (0, 0, 1280), 3);
level._effect[ "rain_heavy_mist2" ] = loadfx( "weather/rain_mp_cargoship" );
maps\mp\_fx::loopfx("rain_heavy_mist2", (0, 1850, 1280), 3);
level._effect[ "rain_heavy_mist3" ] = loadfx( "weather/rain_mp_cargoship" );
maps\mp\_fx::loopfx("rain_heavy_mist3", (-1790, 0, 1280), 3);
level._effect[ "rain_heavy_mist4" ] = loadfx( "weather/rain_mp_cargoship" );
maps\mp\_fx::loopfx("rain_heavy_mist4", (0, -1792, 1280), 3);
level._effect[ "rain_heavy_mist5" ] = loadfx( "weather/rain_mp_cargoship" );
maps\mp\_fx::loopfx("rain_heavy_mist5", (1920, -144, 1280), 3);
level._effect[ "rain_heavy_mist6" ] = loadfx( "weather/rain_mp_cargoship" );
maps\mp\_fx::loopfx("rain_heavy_mist6", (-1184, 1248, 1280), 3);
level._effect[ "rain_heavy_mist7" ] = loadfx( "weather/rain_mp_cargoship" );
maps\mp\_fx::loopfx("rain_heavy_mist7", (1088, 1360, 1280), 3);
level._effect[ "rain_heavy_mist8" ] = loadfx( "weather/rain_mp_cargoship" );
maps\mp\_fx::loopfx("rain_heavy_mist8", (1392, -1600, 1280), 3);
level._effect[ "rain_heavy_mist9" ] = loadfx( "weather/rain_mp_cargoship" );
maps\mp\_fx::loopfx("rain_heavy_mist9", (-1344, -1232, 1280), 3);
*/
}
//blitze
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_farm" );
maps\mp\_fx::loopfx("lightning", (0,0,1400), 10);
//die tobende see
// wegen der performance muss man kompromisse machen
// das sea model refernzieren
level.sea_model = getent("sea","targetname");
thread sea_logic();
if (level.pval_splash_on == 1){
// wavespalshes center
level._effect[ "wsplash1" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash2" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash3" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash4" ] = loadfx( "misc/watersplash_large" );
//level._effect[ "wsplash1" ] = loadfx( "myfx/oilrig_watersplash_large" );
//level._effect[ "wsplash2" ] = loadfx( "myfx/oilrig_watersplash_large" );
//level._effect[ "wsplash3" ] = loadfx( "myfx/oilrig_watersplash_large" );
//level._effect[ "wsplash4" ] = loadfx( "myfx/oilrig_watersplash_large" );
level._effect[ "wsplash5" ] = loadfx( "misc/watersplash_large" );
// wavespalshes landing
level._effect[ "wsplash6" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash7" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash8" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash9" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash10" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash11" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash12" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash13" ] = loadfx( "misc/watersplash_large" );
// wavesplashes maschine
level._effect[ "wsplash14" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash15" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash16" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash17" ] = loadfx( "misc/watersplash_large" );
// wavesplashes freight
level._effect[ "wsplash18" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash19" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash20" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash21" ] = loadfx( "misc/watersplash_large" );
// wavesplashes control
level._effect[ "wsplash22" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash23" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash24" ] = loadfx( "misc/watersplash_large" );
level._effect[ "wsplash25" ] = loadfx( "misc/watersplash_large" );
thread wsplashes_center_logic();
thread wsplashes_landing_logic();
thread wsplashes_maschine_logic();
thread wsplashes_freight_logic();
thread wsplashes_control_logic();
}
}
// splashes centerplatform
wsplashes_center_logic(){
while(1){
wait 0.125;
level.nextsplash = RandomIntRange(1, 6);
if (level.nextsplash == 1){
//
PlayFX(level._effect[ "wsplash1" ], (384, -384, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash4" ], (-384, 384, -780));
wait 1;
PlayFX(level._effect[ "wsplash5" ], (0, 0, -600));
}
else if (level.nextsplash == 2){
PlayFX(level._effect[ "wsplash2" ], (384, 384, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash3" ], (-384, -384, -780));
}
else if (level.nextsplash == 3){
PlayFX(level._effect[ "wsplash3" ], (-384, -384, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash1" ], (384, -384, -780));
wait 1;
PlayFX(level._effect[ "wsplash5" ], (0, 0, -650));
}
else if (level.nextsplash == 4){
PlayFX(level._effect[ "wsplash4" ], (-384, 384, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash2" ], (384, 384, -780));
}
else if (level.nextsplash == 5){
PlayFX(level._effect[ "wsplash5" ], (0, 0, -600));
wait 1;
PlayFX(level._effect[ "wsplash2" ], (384, -384, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash1" ], (-384, -384, -780));
}
wait RandomIntRange(3, 7);
}
}
// splashes landingplatform
wsplashes_landing_logic(){
while(1){
wait 0.125;
level.nextsplash2 = RandomIntRange(1, 5);
//1
PlayFX(level._effect[ "wsplash6" ], (1888, 736, -620));
//2
PlayFX(level._effect[ "wsplash7" ], (1184, 736, -620));
//3
PlayFX(level._effect[ "wsplash8" ], (1184, 32, -620));
//4
PlayFX(level._effect[ "wsplash9" ], (1888, 32, -620));
//5
PlayFX(level._effect[ "wsplash10" ], (1632, -224, -620));
//6
PlayFX(level._effect[ "wsplash11" ], (2336, -224, -620));
//7
PlayFX(level._effect[ "wsplash12" ], (2336, -928, -620));
//8
PlayFX(level._effect[ "wsplash13" ], (1632, -928, -620));
if (level.nextsplash2 == 1){
PlayFX(level._effect[ "wsplash7" ], (1184, 736, -680));
wait 0.5;
PlayFX(level._effect[ "wsplash8" ], (1184, 32, -680));
wait 0.5;
PlayFX(level._effect[ "wsplash10" ], (1632, -224, -680));
wait 0.5;
PlayFX(level._effect[ "wsplash13" ], (1632, -928, -680));
}
else if (level.nextsplash2 == 2){
PlayFX(level._effect[ "wsplash6" ], (1888, 736, -680));
wait 0.5;
PlayFX(level._effect[ "wsplash9" ], (1888, 32, -680));
wait 0.5;
PlayFX(level._effect[ "wsplash11" ], (2336, -224, -680));
wait 0.5;
PlayFX(level._effect[ "wsplash12" ], (2336, -928, -680));
}
else if (level.nextsplash2 == 3){
PlayFX(level._effect[ "wsplash6" ], (1888, 736, -680));
wait 0.5;
PlayFX(level._effect[ "wsplash7" ], (1184, 736, -680));
wait 0.5;
PlayFX(level._effect[ "wsplash8" ], (1184, 32, -680));
wait 0.5;
PlayFX(level._effect[ "wsplash9" ], (1888, 32, -680));
}
else if (level.nextsplash2 == 4){
PlayFX(level._effect[ "wsplash10" ], (1632, -224, -680));
wait 0.5;
PlayFX(level._effect[ "wsplash11" ], (2336, -224, -680));
wait 0.5;
PlayFX(level._effect[ "wsplash12" ], (2336, -928, -680));
wait 0.5;
PlayFX(level._effect[ "wsplash13" ], (1632, -928, -680));
}
wait RandomIntRange(4, 10);
}
}
// splashes maschineplatform
wsplashes_maschine_logic(){
while(1){
wait 0.125;
level.nextsplash3 = RandomIntRange(1, 5);
//1
PlayFX(level._effect[ "wsplash14" ], (-352, -1440, -780));
//2
PlayFX(level._effect[ "wsplash15" ], (352, -1440, -780));
//3
PlayFX(level._effect[ "wsplash16" ], (352, -2144, -780));
//4
PlayFX(level._effect[ "wsplash17" ], (-352, -2144, -780));
if (level.nextsplash3 == 1){
PlayFX(level._effect[ "wsplash14" ], (-352, -1440, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash15" ], (352, -1440, -780));
}
else if (level.nextsplash3 == 2){
PlayFX(level._effect[ "wsplash14" ], (-352, -1440, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash16" ], (352, -2144, -780));
}
else if (level.nextsplash3 == 3){
PlayFX(level._effect[ "wsplash15" ], (352, -1440, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash17" ], (-352, -2144, -780));
}
else if (level.nextsplash3 == 4){
PlayFX(level._effect[ "wsplash14" ], (-352, -1440, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash15" ], (352, -1440, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash16" ], (352, -2144, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash17" ], (-352, -2144, -780));
}
wait RandomIntRange(4, 8);
}
}
// splashes freightplatform
wsplashes_freight_logic(){
while(1){
wait 0.125;
level.nextsplash4 = RandomIntRange(1, 5);
//1
PlayFX(level._effect[ "wsplash18" ], (-1440, -352, -920));
//2
PlayFX(level._effect[ "wsplash19" ], (-2144, -352, -920));
//3
PlayFX(level._effect[ "wsplash20" ], (-2144, 352, -920));
//4
PlayFX(level._effect[ "wsplash21" ], (-1440, 352, -920));
if (level.nextsplash4 == 1){
PlayFX(level._effect[ "wsplash18" ], (-1440, -352, -920));
wait 0.5;
PlayFX(level._effect[ "wsplash19" ], (-2144, -352, -920));
}
else if (level.nextsplash4 == 2){
PlayFX(level._effect[ "wsplash20" ], (-2144, 352, -920));
wait 0.5;
PlayFX(level._effect[ "wsplash21" ], (-1440, 352, -920));
}
else if (level.nextsplash4 == 3){
PlayFX(level._effect[ "wsplash18" ], (-1440, -352, -920));
wait 0.5;
PlayFX(level._effect[ "wsplash21" ], (-1440, 352, -920));
}
else if (level.nextsplash4 == 4){
PlayFX(level._effect[ "wsplash18" ], (-1440, -352, -920));
wait 0.5;
PlayFX(level._effect[ "wsplash19" ], (-2144, -352, -920));
wait 0.5;
PlayFX(level._effect[ "wsplash20" ], (-2144, 352, -920));
wait 0.5;
PlayFX(level._effect[ "wsplash21" ], (-1440, 352, -920));
}
wait RandomIntRange(4, 8);
}
}
// splashes controlplatform
wsplashes_control_logic(){
while(1){
wait 0.125;
level.nextsplash5 = RandomIntRange(1, 5);
//1
PlayFX(level._effect[ "wsplash22" ], (-352, 2208, -780));
//2
PlayFX(level._effect[ "wsplash23" ], (352, 2208, -780));
//3
PlayFX(level._effect[ "wsplash24" ], (352, 1504, -780));
//4
PlayFX(level._effect[ "wsplash25" ], (-352, 1504, -780));
if (level.nextsplash5 == 1){
PlayFX(level._effect[ "wsplash22" ], (-352, 2208, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash25" ], (-352, 1504, -780));
}
else if (level.nextsplash5 == 2){
PlayFX(level._effect[ "wsplash23" ], (352, 2208, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash24" ], (352, 1504, -780));
}
else if (level.nextsplash5 == 3){
PlayFX(level._effect[ "wsplash24" ], (352, 1504, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash25" ], (-352, 1504, -780));
}
else if (level.nextsplash5 == 4){
PlayFX(level._effect[ "wsplash22" ], (-352, 2208, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash23" ], (352, 2208, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash24" ], (352, 1504, -780));
wait 0.5;
PlayFX(level._effect[ "wsplash25" ], (-352, 1504, -780));
}
wait RandomIntRange(4, 8);
}
}
// der thread für die see
sea_logic(){
level.rotationy = 0;
level.rotationp = 0;
level.rotationr = 0;
level.rotationyd = 20;
level.searollstate = "up";
level.seatimer = 15;
while(1){
// schwanken der see
if (level.searollstate == "up"){
level.rotationr = randomfloatrange(2, 5);
}
else{
level.rotationr = level.rotationr * -1;
}
// rotation ums level zentrum
level.rotationy = level.rotationy +level.rotationyd;
// sonst gibts evtl. einen overflow;
if (level.rotationy > 360){
level.rotationy = level.rotationy - 360;
}
curr_rotation = (level.rotationp, level.rotationy, level.rotationr);
level.sea_model rotateto(curr_rotation ,level.seatimer );
wait level.seatimer;
// switch roll
if (level.searollstate == "up"){
level.searollstate = "down";
}
else{
level.searollstate = "up";
}
}
}
|