main()
{
//ambient fx
// level._effect[ "sand_storm_light_outside" ] = loadfx( "weather/sand_storm_mp_dome_exterior" );
// level._effect[ "sand_storm_light_inside" ] = loadfx( "weather/sand_storm_mp_dome_interior" );
// level._effect[ "sand_storm_light_inside_outdoor_only" ] = loadfx( "weather/sand_storm_mp_dome_interior_outdoor_only" );
// 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_mp_dome" ] = loadfx( "dust/sand_spray_detail_oriented_runner_mp_dome" );
// level._effect[ "sand_spray_cliff_oriented_runner" ] = loadfx( "dust/sand_spray_cliff_oriented_runner" );
// 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_blend" ] = loadfx( "dust/room_dust_200_blend" );
level._effect[ "room_dust_100" ] = loadfx( "dust/room_dust_100_blend" );
level._effect[ "battlefield_smokebank_S_warm" ] = loadfx( "smoke/battlefield_smokebank_S_warm" );
// 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_seatown" ] = loadfx( "dust/room_dust_200_blend_mp_seatown" );
// 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" );
// level._effect[ "falling_brick_runner" ] = loadfx( "misc/falling_brick_runner" );
// level._effect[ "falling_brick_runner_line_400" ] = loadfx( "misc/falling_brick_runner_line_400" );
// level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm_nodistort" );
// level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
level._effect[ "ceiling_smoke_seatown" ] = loadfx( "weather/ceiling_smoke_seatown" );
level._effect[ "insects_carcass_flies" ] = loadfx( "misc/insects_carcass_flies" );
// level._effect[ "fire_falling_runner_point" ] = loadfx( "fire/fire_falling_runner_point" );
level._effect[ "spark_fall_runner_mp" ] = loadfx( "explosions/spark_fall_runner_mp" );
level._effect[ "seatown_lookout_splash_runner" ] = loadfx( "water/seatown_lookout_splash_runner" );
level._effect[ "seatown_pillar_mist" ] = loadfx( "water/seatown_pillar_mist" );
level._effect[ "palm_leaves" ] = loadfx( "misc/palm_leaves" );
level._effect[ "falling_dirt_frequent_runner" ] = loadfx( "dust/falling_dirt_frequent_runner" );
// level._effect[ "sea_mist" ] = loadfx( "water/sea_mist" );
level._effect[ "flocking_birds_mp" ] = loadfx( "misc/flocking_birds_mp" );
level._effect[ "insects_light_hunted_a_mp" ] = loadfx( "misc/insects_light_hunted_a_mp" );
level._effect[ "firelp_small_cheap_mp" ] = loadfx( "fire/firelp_small_cheap_mp" );
level._effect[ "car_fire_mp" ] = loadfx( "fire/car_fire_mp" );
level._effect[ "bg_smoke_plume" ] = loadfx( "smoke/bg_smoke_plume" );
level._effect[ "room_dust_200_blend_seatown_wind_fast" ] = loadfx( "dust/room_dust_200_blend_seatown_wind_fast" );
/#
if ( getdvar( "clientSideEffects", "1" ) != "1" )
maps\createfx\mp_seatown_fx::main();
#/
}
sand_storm_light_outside
the EFX (enviro FX) is real because its inside the mp_seatown fast file(.ff) and the efx is loaded in game by a trigger or by co-ords.
sand_storm_light_outside
the EFX (enviro FX) is real because its inside the mp_seatown fast file(.ff) and the efx is loaded in game by a trigger or by co-ords.
sand_storm_light_outside
the EFX (enviro FX) is real because its inside the mp_seatown fast file(.ff) and the efx is loaded in game by a trigger or by co-ords.
Copyright © 2026, NextGenUpdate.
All Rights Reserved.