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cog_pru_exteriorambient.cog
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Text File
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1999-11-15
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2KB
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88 lines
# Jones 3D Cog Script
#
# PRU_exteriorambient.cog
#
# Plays random sounds at random locations
#
# [DS] [GGJ]
#
# (C) 1999 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
message pulse
message startup
message crossed
thing soundPos0 nolink
thing soundPos1 nolink
thing soundPos2 nolink
thing soundPos3 nolink
thing soundPos4 nolink
thing soundPos5 nolink
thing soundPos6 nolink
thing soundPos7 nolink
thing soundPos8 nolink
thing soundPos9 nolink
thing soundPos10 nolink
thing soundPos11 nolink
thing soundPos12 nolink
thing soundPos13 nolink
thing soundPos14 nolink
thing soundPos15 nolink
thing soundPos16 nolink
thing soundPos17 nolink
thing soundPos18 nolink
thing soundPos19 nolink
thing soundPos20 nolink
thing soundPos21 nolink
thing soundPos22 nolink
sound wav0=olv_outside_a01.wav local
sound wav1=olv_outside_a02.wav local
sound wav2=olv_outside_a03.wav local
sound wav3=olv_outside_a04.wav local
sound wav4=olv_outside_a05.wav local
sound wav5=olv_outside_a06.wav local
sound wav6=olv_outside_a07.wav local
sound wav7=olv_outside_a08.wav local
surface watertunnel
float minDist=5 local
float maxDist=35 local
float volume=0.8 local
int sndnum local
int numsounds=8 local
int numlocl=23 local
int cnt local
end
code
# ........................................................................................
startup:
setpulse(1.0);
return;
# ........................................................................................
pulse:
sndnum = rand()*numsounds;
cnt = rand()*numlocl;
PlaySoundThing(wav0[sndnum], soundPos0[cnt], volume, minDist, maxDist, 0);
return;
# ........................................................................................
crossed:
if (GetSenderRef() == waterTunnel)
{
SetPulse(0.0);
}
return;
end