Code: Select all
local.dust1 = spawn animate/fx_dust_fallingfromceiling.tik angle ( -1 )
local.dust1.origin = local.player.origin + ( 0.00 0.00 160.00 )
local.dust1 anim start
wait 1
local.dust1 removeG3mInI
Moderator: Moderators
Code: Select all
local.dust1 = spawn animate/fx_dust_fallingfromceiling.tik angle ( -1 )
local.dust1.origin = local.player.origin + ( 0.00 0.00 160.00 )
local.dust1 anim start
wait 1
local.dust1 removeCode: Select all
local.fx_angles = $player.angle
local.fx_origin = $player.origin + 150 150 50
// do fx
Code: Select all
bunker_shake_dust_setup:
//east bunker
local.bs1 = spawn trigger_multiple origin ( -1136.00 -382.00 272.00 )
local.bs1 setsize ( -260.00 -418.00 -0.00 ) ( 260.00 418.00 144.00 )
local.bs1.targetname = bunker_shake_dusty
endCode: Select all
bunker_dust_trigger:
local.speakerbombs1 = spawn fx/dummy.tik origin ( 1592 672 -624 )
local.speakerbombs1.targetname = speakerbomb
local.speakerbombs1 notsolid
local.speakerbombs2 = spawn fx/dummy.tik origin ( -968 -152 -624 )
local.speakerbombs2.targetname = speakerbomb
local.speakerbombs2 notsolid
wait 25
while(1)
{
$speakerbomb playsound arty_exp_inside
local.player = parm.other
if(local.player isTouching $bunker_shake_dusty && Isalive local.player)
{
local.dust1 = spawn animate/fx_dust_fallingfromceiling.tik
local.dust1.angle = ( -1 )
thread inside_bunker local.player
wait .25
local.dust1.origin = local.player.origin + local.player.forwardvector * 150 + ( 0 0 160 )
local.dust1 anim start
wait 1
local.dust1 remove
}
wait (randomfloat 1 + 13)
waitframe
}
endCode: Select all
inside_bunker local.player:
local.offset = (0 0 0) // make vector
for(local.i = 0; local.i <= 2; local.i++)
local.offset[local.i] = (randomfloat 2.0 - 1.0) * 5.0 // randnum [-5,5]
local.player.viewangles += local.offset // tilt view
waitframe
wait .08
if(local.player != NIL && isAlive local.player)
local.player.viewangles -= local.offset // reset view
local.offset = (0 0 0) // make vector
for(local.i = 0; local.i <= 2; local.i++)
local.offset[local.i] = (randomfloat 2.0 - 1.0) * 5.0 // randnum [-5,5]
local.player.viewangles += local.offset // tilt view
waitframe
wait .08
if(local.player != NIL && isAlive local.player)
local.player.viewangles -= local.offset // reset view
local.offset = (0 0 0) // make vector
for(local.i = 0; local.i <= 2; local.i++)
local.offset[local.i] = (randomfloat 2.0 - 1.0) * 5.0 // randnum [-5,5]
local.player.viewangles += local.offset // tilt view
waitframe
wait .08
if(local.player != NIL && isAlive local.player)
local.player.viewangles -= local.offset // reset view
local.offset = (0 0 0) // make vector
for(local.i = 0; local.i <= 2; local.i++)
local.offset[local.i] = (randomfloat 2.0 - 1.0) * 5.0 // randnum [-5,5]
local.player.viewangles += local.offset // tilt view
waitframe
wait .08
if(local.player != NIL && isAlive local.player)
local.player.viewangles -= local.offset // reset view
end