Post: [.GSC] Complete list of FX by Map
01-23-2011, 10:53 PM #1
DEREKTROTTER
You're Goddamn Right
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[.GSC] Complete list of FX by Map


This may help some of you noobs with coding, these can be attached or used as bullets for e.g..

You can use this to test:
    
doFire(p)
{self endon("death");
p.FIRE = level.spawnGlow["enemy"];
p.FIRE = level.spawnGlow["friendly"];
p.FIRE = level._effect[ "firelp_med_pm" ];
p.FIRE = level._effect[ "firelp_med_pm" ];
playFxOnTag(p.FIRE, p, "j_head");
playFxOnTag(p.FIRE, p, "pelvis");
}


MAP FX


AFGHAN
    
level._effect[ "dust_cloud_mp_afghan" ] = loadfx( "dust/dust_cloud_mp_afghan" );
level._effect[ "sand_spray_detail_oriented_runner" ] = loadfx( "dust/sand_spray_detail_oriented_runner" );
level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "light_shaft_motes_airport" ] = loadfx( "dust/light_shaft_motes_airport" );
level._effect[ "light_glow_white_bulb" ] = loadfx( "misc/light_glow_white_bulb" );


DERAIL
    
level._effect[ "snow_spray_detail_oriented_runner" ] = loadfx( "snow/snow_spray_detail_oriented_runner" );
level._effect[ "snow_spray_detail_oriented_runner_large" ] = loadfx( "snow/snow_spray_detail_oriented_large_runner" );
level._effect[ "snow_clouds" ] = loadfx( "snow/snow_clouds_mp_derail" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "snow_spiral_runner" ] = loadfx( "snow/snow_spiral_runner" );


ESTATE
    
level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "leaves_ground_gentlewind_dust" ] = loadfx( "misc/leaves_ground_gentlewind_dust" );
level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
level._effect[ "ground_fog1200x1200_estate" ] = loadfx( "smoke/ground_fog1200x1200_estate" );
level._effect[ "fog_ground_200" ] = loadfx( "smoke/fog_ground_200" );

level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "waterfall_drainage_splash" ] = loadfx( "water/waterfall_drainage_splash_estate" );
level._effect[ "waterfall_splash_large" ] = loadfx( "water/waterfall_splash_large_estate" );
level._effect[ "waterfall_splash_large_drops" ] = loadfx( "water/waterfall_splash_large_drops_estate" );
level._effect[ "falling_water_trickle" ] = loadfx( "water/falling_water_trickle" );

level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );


FAVELA
    
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );

level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" );

level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );

level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );


HIGHRISE
    
level._effect[ "ground_fog_mp_highrise_far" ] = loadfx( "smoke/ground_fog_mp_highrise_far" );
level._effect[ "fog_highrise_night" ] = loadfx( "smoke/fog_highrise_night" );

level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "dust_wind_fast_light" ] = loadfx( "dust/dust_wind_fast_light" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );


INVASION
    
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" );
level._effect[ "dust_wind_spiral" ] = loadfx( "dust/dust_spiral_runner" );
level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );

level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "trash_spiral_runner_far" ] = loadfx( "misc/trash_spiral_runner_far" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "leaves_ground_gentlewind_dust" ] = loadfx( "misc/leaves_ground_gentlewind_dust" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" );
level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );


KARACHI
    
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" );

level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "ground_smoke_1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200" );

level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_light" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );


SKIDROW
    
level._effect[ "dust_wind_fast_light" ] = loadfx( "dust/dust_wind_fast_light" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "ground_fog_mp_highrise_far" ] = loadfx( "smoke/ground_fog_mp_highrise_far" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "ground_smoke_1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200" );


QUARRY
    
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" );
level._effect[ "dust_spiral_runner" ] = loadfx( "dust/dust_spiral_runner" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "dust_spray_detail_oriented_runner" ] = loadfx( "dust/dust_spray_detail_oriented_runner" );

level._effect[ "light_shaft_motes_quarry" ] = loadfx( "dust/light_shaft_motes_quarry" );

level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );

level._effect[ "drips_slow" ] = loadfx( "misc/drips_slow" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );


RUNDOWN
    
level._effect[ "firelp_small_pm_a_nolight" ] = loadfx( "fire/firelp_small_pm_a_nolight" );

level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );

level._effect[ "fog_ground_200_rundown" ] = loadfx( "smoke/fog_ground_200_rundown" );
level._effect[ "fog_ground_200_heavy_rundown" ] = loadfx( "smoke/fog_ground_200_heavy_rundown" );
level._effect[ "fog_ground_400_rundown" ] = loadfx( "smoke/fog_ground_400_rundown" );
level._effect[ "fog_ground_500_far_rundown" ] = loadfx( "smoke/fog_ground_500_far_rundown" );

level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );


RUST
    
level._effect[ "sand_storm_light" ] = loadfx( "weather/sand_storm_mp_rust" );
level._effect[ "sand_spray_detail_runner0x400" ] = loadfx( "dust/sand_spray_detail_runner_0x400" );
level._effect[ "sand_spray_detail_runner400x400" ] = loadfx( "dust/sand_spray_detail_runner_400x400" );
level._effect[ "sand_spray_detail_oriented_runner" ] = loadfx( "dust/sand_spray_detail_oriented_runner" );
level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );


SCRAPYARD
    
level._effect[ "tanker_embers" ] = loadfx( "fire/tanker_embers" );
level._effect[ "firelp_large_pm_nolight" ] = loadfx( "fire/firelp_large_pm_nolight" );
level._effect[ "firelp_med_pm_nolight" ] = loadfx( "fire/firelp_med_pm_nolight" );
level._effect[ "firelp_small_pm_a_nolight" ] = loadfx( "fire/firelp_small_pm_a_nolight" );

level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_yel_loop" );
level._effect[ "dust_wind_fast_light" ] = loadfx( "dust/dust_wind_fast_light" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );

level._effect[ "sand_spray_detail_oriented_runner" ] = loadfx( "dust/sand_spray_detail_oriented_runner" );
level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );

level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );


SUB BASE
    
level._effect[ "snow_light" ] = loadfx( "snow/snow_light_mp_subbase" );
level._effect[ "snow_wind" ] = loadfx( "snow/snow_wind" );


TERMINAL
    
level._effect[ "ground_smoke_1200x1200" ] = loadfx( "smoke/ground_smoke1200x1200" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ] = loadfx( "smoke/room_smoke_400" );
level._effect[ "light_shaft_motes_airport" ] = loadfx( "dust/light_shaft_motes_airport" );


UNDERPASS
    
level._effect[ "rain_mp_underpass" ] = loadfx( "weather/rain_mp_underpass" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect[ "river_splash_small" ] = loadfx( "water/river_splash_small" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_underpass" );


WASTELAND
    
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
level._effect[ "leaves_ground_gentlewind" ] = loadfx( "misc/leaves_ground_gentlewind" );
level._effect[ "ground_fog1200x1200_brecourt" ] = loadfx( "smoke/ground_fog1200x1200_brecourt" );
level._effect[ "fog_ground_200" ] = loadfx( "smoke/fog_ground_200" );


CARNIVAL
    
level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );

level._effect[ "traffic" ] = loadfx( "props/traffic_mp_abandon" );

level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );

level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
level._effect[ "leaves_ground_gentlewind" ] = loadfx( "misc/leaves_ground_gentlewind" );
level._effect[ "ground_fog_1200_abandon" ] = loadfx( "smoke/ground_fog_1200_abandon" );
level._effect[ "ground_fog_600_abandon" ] = loadfx( "smoke/ground_fog_600_abandon" );
level._effect[ "ground_fog_300_abandon" ] = loadfx( "smoke/ground_fog_300_abandon" );
level._effect[ "fog_ground_200" ] = loadfx( "smoke/fog_ground_200" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );

level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );


SALVAGE
    
level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );

level._effect[ "snow_spray_detail_oriented_runner" ] = loadfx( "snow/snow_spray_detail_oriented_runner" );
level._effect[ "snow_spiral_runner" ] = loadfx( "snow/snow_spiral_runner" );
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );

level._effect[ "falling_junk_ring_runner" ] = loadfx( "misc/falling_junk_ring_runner" );


BAILOUT
    
level._effect[ "battlefield_smokebank_S_warm" ] = loadfx( "smoke/battlefield_smokebank_S_warm" );
level._effect[ "battlefield_smokebank_S_warm_thick" ] = loadfx( "smoke/battlefield_smokebank_S_warm_thick" );

level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" );
level._effect[ "firelp_large_pm_far" ] = loadfx( "fire/firelp_large_pm_far" );
level._effect[ "firelp_small_pm_complex" ] = loadfx( "fire/firelp_small_pm_complex" );
level._effect[ "fire_falling_runner_point_infrequent_mp" ] = loadfx( "fire/fire_falling_runner_point_infrequent_mp" );

level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "insects_light_invasion" ] = loadfx( "misc/insects_light_complex" );

level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
level._effect[ "leaves_ground_gentlewind" ] = loadfx( "misc/leaves_ground_gentlewind" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );

level._effect[ "powerline_runner_cheap_complex" ] = loadfx( "explosions/powerline_runner_cheap_complex" );

level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "smoke_plume02" ] = loadfx( "smoke/smoke_plume02" );

level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );


CRASH
    
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" );
level._effect[ "dust_wind_fast" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow" ] = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "dust_wind_spiral" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );


FUEL
    
level._effect[ "room_smoke_200" ] = loadfx( "smoke/room_smoke_200" );
level._effect[ "oil_rig_fire_fuel" ] = loadfx( "fire/oil_rig_fire_fuel" );
level._effect[ "sand_spray_detail_oriented_runner" ] = loadfx( "dust/sand_spray_detail_oriented_runner_fuel" );
level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );

level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );

level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" );

level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );

level._effect[ "hallway_smoke_light" ] = loadfx( "smoke/hallway_smoke_light" );



level._effect[ "dust_wind_fast_fuel" ] = loadfx( "dust/dust_wind_fast_fuel" );

level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );


OVERGROWN
    
level._effect[ "thin_black_smoke_M" ] = loadfx( "smoke/thin_black_smoke_M" );
level._effect[ "thin_black_smoke_L" ] = loadfx( "smoke/thin_black_smoke_L" );
level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );
level._effect[ "leaves_ground_gentlewind" ] = loadfx( "misc/leaves_ground_gentlewind" );
level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );
level._effect[ "fog_daytime" ] = loadfx( "weather/fog_daytime" );
level._effect[ "mp_overgrown_insects01" ] = loadfx( "ambient_runners/mp_overgrown_insects01" );
level._effect[ "mp_overgrown_insects02" ] = loadfx( "ambient_runners/mp_overgrown_insects02" );
level._effect[ "mp_overgrown_insects03" ] = loadfx( "ambient_runners/mp_overgrown_insects03" );
level._effect[ "mp_overgrown_insects04" ] = loadfx( "ambient_runners/mp_overgrown_insects04" );
level._effect[ "mp_overgrown_insects05" ] = loadfx( "ambient_runners/mp_overgrown_insects05" );
level._effect[ "mp_overgrown_fog_daytime01" ] = loadfx( "ambient_runners/mp_overgrown_fog_daytime01" );
level._effect[ "mp_overgrown_leavesfall01" ] = loadfx( "ambient_runners/mp_overgrown_leavesfall01" );
level._effect[ "mp_overgrown_leavesground01" ] = loadfx( "ambient_runners/mp_overgrown_leavesground01" );


STORM
    
level._effect[ "rain_mp_storm" ] = loadfx( "weather/rain_mp_storm" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect[ "river_splash_small" ] = loadfx( "water/river_splash_small" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_storm" );
level._effect[ "smoke_plume_white_01" ] = loadfx( "smoke/smoke_plume_white_01" );
level._effect[ "smoke_plume_white_02" ] = loadfx( "smoke/smoke_plume_white_02" );
level._effect[ "waterfall_drainage_mp" ] = loadfx( "water/waterfall_drainage_mp" );
level._effect[ "waterfall_drainage_mp_small" ] = loadfx( "water/waterfall_drainage_mp_small" );
level._effect[ "waterfall_drainage_splash_mp" ] = loadfx( "water/waterfall_drainage_splash_mp" );


STRIKE
    
level._effect["firelp_med_pm"] = loadfx ("fire/firelp_med_pm_nodistort");
level._effect["firelp_small_pm"] = loadfx ("fire/firelp_small_pm");
level._effect["firelp_small_pm_a"] = loadfx ("fire/firelp_small_pm_a");
level._effect["dust_wind_fast"] = loadfx ("dust/dust_wind_fast_paper");
level._effect["dust_wind_slow"] = loadfx ("dust/dust_wind_slow_paper");
level._effect["dust_wind_spiral"] = loadfx ("misc/trash_spiral_runner");
level._effect["battlefield_smokebank_S"] = loadfx ("smoke/battlefield_smokebank_S");
level._effect["hallway_smoke_light"] = loadfx ("smoke/hallway_smoke_light");
level._effect["paper_falling"] = loadfx( "misc/paper_falling_dlc" );


TRAILERPARK
    
level._effect[ "firelp_large_pm" ] = loadfx( "fire/firelp_large_pm" );
level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );

level._effect[ "moth_runner" ] = loadfx( "misc/moth_runner" );
level._effect[ "insect_trail_runner_icbm" ] = loadfx( "misc/insect_trail_runner_icbm" );
level._effect[ "insects_carcass_runner" ] = loadfx( "misc/insects_carcass_runner" );

level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
level._effect[ "leaves_ground_gentlewind" ] = loadfx( "misc/leaves_ground_gentlewind" );


VACANT
    
level._effect[ "hallway_smoke" ] = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "light_shaft_dust_large" ] = loadfx( "dust/light_shaft_dust_large" );
level._effect[ "room_dust_200" ] = loadfx( "dust/room_dust_200_blend" );
level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" );
level._effect[ "battlefield_smokebank_S" ] = loadfx( "smoke/battlefield_smokebank_S" );
level._effect[ "dust_ceiling_ash_large" ] = loadfx( "dust/dust_ceiling_ash_large" );
level._effect[ "ash_spiral_runner" ] = loadfx( "dust/ash_spiral_runner" );
level._effect[ "dust_wind_fast_paper" ] = loadfx( "dust/dust_wind_fast_paper" );
level._effect[ "dust_wind_slow_paper" ] = loadfx( "dust/dust_wind_slow_paper" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_spiral_runner" ] = loadfx( "misc/leaves_spiral_runner" );
level._effect[ "dust_ceiling_ash_large_mp_vacant" ] = loadfx( "dust/dust_ceiling_ash_large_mp_vacant" );
level._effect[ "room_dust_200_mp_vacant" ] = loadfx( "dust/room_dust_200_blend_mp_vacant" );
level._effect[ "light_shaft_dust_large_mp_vacant" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant" );
level._effect[ "light_shaft_dust_large_mp_vacant_sidewall" ] = loadfx( "dust/light_shaft_dust_large_mp_vacant_sidewall" );


KILLSTREAK FX


NUKE AND EMP FX
    
level._effect[ "nuke_player" ] = loadfx( "explosions/player_death_nuke" );
level._effect[ "nuke_flash" ] = loadfx( "explosions/player_death_nuke_flash" );
level._effect[ "nuke_aftermath" ] = loadfx( "dust/nuke_aftermath_mp" );
level._effect[ "emp_flash" ] = loadfx( "explosions/emp_flash_mp" );


HARRIER EFFECTS
    
playHarrierFx()
{
self endon ( "death" );

wait( 0.2 );
playfxontag( level.fx_airstrike_contrail, self, "tag_right_wingtip" );
playfxontag( level.fx_airstrike_contrail, self, "tag_left_wingtip" );
wait( 0.2 );
playfxontag( level.harrier_afterburnerfx, self, "tag_engine_right" );
playfxontag( level.harrier_afterburnerfx, self, "tag_engine_left" );
wait( 0.2 );
playfxontag( level.harrier_afterburnerfx, self, "tag_engine_right2" );
playfxontag( level.harrier_afterburnerfx, self, "tag_engine_left2" );
wait( 0.2 );
playFXOnTag( level.chopper_fx["light"]["left"], self, "tag_light_L_wing" );
wait ( 0.2 );
playFXOnTag( level.chopper_fx["light"]["right"], self, "tag_light_R_wing" );
wait ( 0.2 );
playFXOnTag( level.chopper_fx["light"]["belly"], self, "tag_light_belly" );
wait ( 0.2 );
playFXOnTag( level.chopper_fx["light"]["tail"], self, "tag_light_tail" );

}

stopHarrierWingFx()
{
stopfxontag( level.fx_airstrike_contrail, self, "tag_right_wingtip" );
stopfxontag( level.fx_airstrike_contrail, self, "tag_left_wingtip" );
}

startHarrierWingFx()
{
wait ( 3.0);

if ( !isDefined( self ) )
return;

playfxontag( level.fx_airstrike_contrail, self, "tag_right_wingtip" );
playfxontag( level.fx_airstrike_contrail, self, "tag_left_wingtip" );
}


TANK
    
precacheTurret( "abrams_minigun_mp" );

level.tankFire = loadfx( "explosions/large_vehicle_explosion" );
level.tankCover = loadfx( "props/american_smoke_grenade_mp" );


HELICOPTERS
    
level.chopper_fx["explode"]["death"] = [];
level.chopper_fx["explode"]["large"] = loadfx ("explosions/helicopter_explosion_secondary_small");
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/aerial_explosion");
level.chopper_fx["smoke"]["trail"] = loadfx ("smoke/smoke_trail_white_heli");
level.chopper_fx["fire"]["trail"]["medium"] = loadfx ("fire/fire_smoke_trail_L_emitter");
level.chopper_fx["fire"]["trail"]["large"] = loadfx ("fire/fire_smoke_trail_L");

level.chopper_fx["damage"]["light_smoke"] = loadfx ("smoke/smoke_trail_white_heli_emitter");
level.chopper_fx["damage"]["heavy_smoke"] = loadfx ("smoke/smoke_trail_black_heli_emitter");
level.chopper_fx["damage"]["on_fire"] = loadfx ("fire/fire_smoke_trail_L_emitter");

level.chopper_fx["light"]["left"] = loadfx( "misc/aircraft_light_wingtip_green" );
level.chopper_fx["light"]["right"] = loadfx( "misc/aircraft_light_wingtip_red" );
level.chopper_fx["light"]["belly"] = loadfx( "misc/aircraft_light_red_blink" );
level.chopper_fx["light"]["tail"] = loadfx( "misc/aircraft_light_white_blink" );

level.fx_heli_dust = loadfx ("treadfx/heli_dust_default");
level.fx_heli_water = loadfx ("treadfx/heli_water");


AIRSTRIKE
    
precacheTurret( "harrier_FFAR_mp" );

level.onfirefx = loadfx ("fire/fire_smoke_trail_L");
level.airstrikefx = loadfx ("explosions/clusterbomb");
level.mortareffect = loadfx ("explosions/artilleryExp_dirt_brown");
level.bombstrike = loadfx ("explosions/wall_explosion_pm_a");
level.stealthbombfx = loadfx ("explosions/stealth_bomb_mp");

level.harrier_smoke = loadfx("fire/jet_afterburner_harrier_damaged");
level.harrier_deathfx = loadfx ("explosions/aerial_explosion_harrier");
level.harrier_afterburnerfx = loadfx ("fire/jet_afterburner_harrier");
level.fx_airstrike_afterburner = loadfx ("fire/jet_afterburner");
level.fx_airstrike_contrail = loadfx ("smoke/jet_contrail");


AC130
    	
level._effect[ "cloud" ] = loadfx( "misc/ac130_cloud" );
level._effect[ "beacon" ] = loadfx( "misc/ir_beacon_coop" );
level._effect[ "ac130_explode" ] = loadfx( "explosions/aerial_explosion_ac130_coop" );
level._effect[ "ac130_flare" ] = loadfx( "misc/flares_cobra" );
level._effect[ "ac130_light_red" ] = loadfx( "misc/aircraft_light_wingtip_red" );
level._effect[ "ac130_light_white_blink" ] = loadfx( "misc/aircraft_light_white_blink" );
level._effect[ "ac130_light_red_blink" ] = loadfx( "misc/aircraft_light_red_blink" );
level._effect[ "ac130_engineeffect" ] = loadfx( "fire/jet_engine_ac130" );

// ac130 muzzleflash effects for player on ground to see
level._effect[ "coop_muzzleflash_105mm" ] = loadfx( "muzzleflashes/ac130_105mm" );
level._effect[ "coop_muzzleflash_40mm" ] = loadfx( "muzzleflashes/ac130_40mm" );



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The following 9 users say thank you to DEREKTROTTER for this useful post:

Blackstorm, Casper_HD, egoDream, FourzerotwoFAILS, Hawkin, IVThaKiller, Morphia, RusterG, ww2gamer3
01-23-2011, 10:55 PM #2
clydeinglis
Do a barrel roll!
Thanks Alot Great Help DerekTrotter
01-23-2011, 10:57 PM #3
gamekilla
★☆NGU Member☆★
Thank you DEREK!
01-23-2011, 11:03 PM #4
0xFa1z
Splicer
This is toooo sexy brawww
01-23-2011, 11:04 PM #5
You missed one :derp:
01-23-2011, 11:12 PM #6
DEREKTROTTER
You're Goddamn Right
Originally posted by Homer
You missed one :derp:


ye its not quite complete, whats missing?
01-23-2011, 11:33 PM #7
Creepz
Space Ninja
& once again another awesome thread by DEREKTROTTER. Claps
01-24-2011, 12:32 AM #8
Thanks Derek :y:
01-24-2011, 03:02 PM #9
247Yamato
< ^ > < ^ >
And you dont give me credits for posting it??? you took this from mpgh, from my post..... :FU:

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