// MP_Flughafen_TOW
// Note: For objective function calls TakeOver and SetCurrent the
// teams are as such:
// 0 = Axis
// 1 = Allies
// 2 = Neutral
//----------------------------------------------------------
// Main
//----------------------------------------------------------
main:
exec global/ai.scr
exec global/friendly.scr
level.script="maps/obj/MP_Flughafen_TOW.scr"
level.music="MP_Flughafen_TOW"
setcvar "g_scoreboardpic" "mp_flughafen_tow"
exec global/tow_dm.scr
exec global/ambient.scr
exec global/door_locked.scr
level.gametype = int( getcvar( g_gametype ) )
//gametype 5 = Tug of War
if( level.gametype == 5 )
{
setcvar "g_obj_alliedtext1" "Protect Allied Transport"
setcvar "g_obj_alliedtext2" "Open 1st Hangar Doors"
setcvar "g_obj_alliedtext3" "Turn On the Runway Lights"
setcvar "g_obj_alliedtext4" "Open the 2nd Hangar Doors"
setcvar "g_obj_alliedtext5" "Detonate Axis Motorpool"
setcvar "g_obj_axistext1" "Protect Axis Motorpool"
setcvar "g_obj_axistext2" "Close the 2nd Hangar Doors"
setcvar "g_obj_axistext3" "Turn Off the Runway Lights"
setcvar "g_obj_axistext4" "Close the 1st Hangar Doors"
setcvar "g_obj_axistext5" "Destroy Allied Transport"
}
else
{
$gmc_bomb remove
$opel_bomb remove
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Flughafen"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" "Welcome To Petey's"
setcvar "g_obj_axistext1" "101st Screamin' Eagles"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" "www.101stairborneclan.com"
}
//set our farplane and culling parameters
$world farplane 3000
$world farplane_color ".03 .05 .09" //this matches eben's new sky
$world farplane_cull 2
//Open the hangar 1 doors
$hangar_doors_1 open $hangar_doors_1_entity
// open these doors at the start...
$cine_hangar_doors open $cine_hangar_doors_entity
//Turn off the lights!
thread init_runway_lights
//////////////////////////
level waittill prespawn
//////////////////////////
//////////////////////////
level waittill spawn
thread tank
end
//------------------------------------------------------------------
tank:
//Flughafen Map Fix-Underground
local.fix1 = spawn script_model
local.fix1 model "vehicles/shermantank_damaged.tik"
local.fix1.origin = ( -1191.53 4215.02 -23.92 )
local.fix1.angles = ( 0 0 0 )
local.fix1 solid
//init aagun params
$aagun.collisionent = $aagun_collision
$aagun_turret0.collisionent = $aagun_turret_collision
$aagun thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_aagun_d.tik" $aagun_destroyed_collision
//init granatwefer 1 params
$granat_1.collisionent = $granatwerfer_collision
$granat_1_turret0.collisionent = $granatwerfer_turret_collision
$granat_1 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
$granat_1_turret0 maxyawoffset "40"
//init granatwefer 2 params
$granat_2.collisionent = $granatwerfer_collision
$granat_2_turret0.collisionent = $granatwerfer_turret_collision
$granat_2 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
$granat_2_turret0 maxyawoffset "40"
// set the parameters for this round based match
level.bRoundStarted = 0
level.dmrespawning = 1 // 1 or 0
level.clockside = axis // set to axis, allies, kills, or draw
level.dmroundlimit = 15 // round time limit in minutes
level.numObjectives = 5 // Number of objectives needed to win
level.hangar1_switch_up = 1
level.hangar2_switch_up = 1
level.runway_switch_up = 1
//////////////////////////
//level waittill roundstart
//////////////////////////
//If we are in TOW mode setup the TOW stuff...
if( level.gametype == 5 )
{
thread init_switches
thread init_spawner_bombs
//Flip the hangar switch
thread toggle_hangar_1_doors_switch
//Setup the starting team objectives
thread set_objectives
level.bRoundStarted = 1
}
end
//----------------------------------------------------------
//Destroy the Allied spawner here
//----------------------------------------------------------
destroy_allied_spawner:
iprintln "The Allied transport has been destroyed!"
//Take over the objective
$obj_allied_spawner TakeOver 0
iprintln "The Allied Team can no longer respawn!"
thread Check_End_Match
end
//----------------------------------------------------------
//Destroy the Axis spawner here
//----------------------------------------------------------
destroy_axis_spawner:
iprintln "The Axis Motorpool has been destroyed!"
//Take over the objective
$obj_axis_spawner TakeOver 1
iprintln "The Axis Team can no longer respawn!"
thread Check_End_Match
end
//----------------------------------------------------------
//Open/close the 1st Hangar Doors here
//----------------------------------------------------------
toggle_hangar_doors_1:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $obj_hangar_doors_1.ControlledBy != 0 )
{
//flip the switch
thread toggle_hangar_1_doors_switch
//Close the hangar doors
$hangar_doors_1 close $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_closed
$obj_hangar_doors_1 TakeOver 0
iprintln "The Axis have closed the 1st Hangar Doors!"
}
}
else if( parm.other.dmteam == allies )
{
if( $obj_hangar_doors_1.ControlledBy != 1 )
{
//flip the switch
thread toggle_hangar_1_doors_switch
//Open the pen doors
$hangar_doors_1 open $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_open
$obj_hangar_doors_1 TakeOver 1
iprintln "The Allies have opened the 1st Hangar Doors!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Open/close the 2st Hangar Doors here
//----------------------------------------------------------
toggle_hangar_doors_2:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $obj_hangar_doors_2.ControlledBy != 0 )
{
//flip the switch
thread toggle_hangar_2_doors_switch
//Close the hangar doors
$hangar_doors_2 close $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_closed
$obj_hangar_doors_2 TakeOver 0
iprintln "The Axis have closed the 2nd Hangar Doors!"
}
}
else if( parm.other.dmteam == allies )
{
if( $obj_hangar_doors_2.ControlledBy != 1 )
{
//flip the switch
thread toggle_hangar_2_doors_switch
//Open the hangar doors
$hangar_doors_2 open $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_open
$obj_hangar_doors_2 TakeOver 1
iprintln "The Allies have opened the 2nd Hangar Doors!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Turn on/Shut down the runway lights
//----------------------------------------------------------
toggle_runway_lights:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == allies )
{
if( $obj_runway_lights.ControlledBy != 1 )
{
//flip the switch
thread toggle_runway_switch
waitthread turn_on_runway_lights
//Take the objective
$obj_runway_lights TakeOver 1
iprintln "The Allies have turned on the Runway Lights!"
}
}
else if( parm.other.dmteam == axis )
{
if( $obj_runway_lights.ControlledBy != 0 )
{
//flip the switch
thread toggle_runway_switch
waitthread turn_off_runway_lights
//Take the objective
$obj_runway_lights TakeOver 0
iprintln "The Axis have turned off the Runway Lights!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Initialize the runway lights
//----------------------------------------------------------
init_runway_lights:
$run_lights_01 hide
$run_lights_02 hide
$run_lights_03 hide
$run_lights_04 hide
$run_lights_05 hide
$run_lights_06 hide
$run_lights_07 hide
$run_lights_08 hide
$run_lights_09 hide
$run_lights_10 hide
$run_lights_11 hide
$run_lights_12 hide
end
//----------------------------------------------------------
//Set the teams current objectives
//----------------------------------------------------------
set_objectives:
//First lets do the allies
if( $obj_hangar_doors_1.ControlledBy == 0 )
{
$obj_hangar_doors_1 SetCurrent 1
}
else if( $obj_runway_lights.ControlledBy == 0 )
{
$obj_runway_lights SetCurrent 1
}
else if( $obj_hangar_doors_2.ControlledBy == 0 )
{
$obj_hangar_doors_2 SetCurrent 1
}
else if( $obj_axis_spawner.ControlledBy == 0 )
{
$obj_axis_spawner SetCurrent 1
}
//Now the Axis
if( $obj_hangar_doors_2.ControlledBy == 1 )
{
$obj_hangar_doors_2 SetCurrent 0
}
else if( $obj_runway_lights.ControlledBy == 1 )
{
$obj_runway_lights SetCurrent 0
}
else if( $obj_hangar_doors_1.ControlledBy == 1 )
{
$obj_hangar_doors_1 SetCurrent 0
}
else if( $obj_allied_spawner.ControlledBy == 1 )
{
$obj_allied_spawner SetCurrent 0
}
end
//----------------------------------------------------------
//init the spawner bombs
//----------------------------------------------------------
init_spawner_bombs:
//Allied spawner bomb
$gmc_bomb thread global/tow_dm.scr::bomb_thinker "axis" maps/obj/MP_Flughafen_TOW.scr::destroy_allied_spawner
$opel_bomb thread global/tow_dm.scr::bomb_thinker "allies" maps/obj/MP_Flughafen_TOW.scr::destroy_axis_spawner
end
//----------------------------------------------------------
//init the trigger switches
//----------------------------------------------------------
init_switches:
$hangar_doors_1_switch bind $hangar_doors_1_switch_origin
$hangar_doors_2_switch bind $hangar_doors_2_switch_origin
$runway_switch bind $runway_switch_origin
//make all the switches non solid so as not to injure the player when triggered.
$hangar_doors_1_switch notsolid
$hangar_doors_1_switch_origin notsolid
$hangar_doors_2_switch notsolid
$hangar_doors_2_switch_origin notsolid
$runway_switch notsolid
$runway_switch_origin notsolid
end
//--------------------------------------------------------------
//Open hangar 1 doors
//--------------------------------------------------------------
toggle_hangar_1_doors_switch:
if( level.hangar1_switch_up == 1 )
{
$hangar_doors_1_switch_origin speed 1.0
$hangar_doors_1_switch_origin rotatezdownto 180
$hangar_doors_1_switch_origin waitmove
$hangar_doors_1_switch_origin playsound switchbox
level.hangar1_switch_up = 0
}
else
{
$hangar_doors_1_switch_origin speed 1.0
$hangar_doors_1_switch_origin rotatezupto 0
$hangar_doors_1_switch_origin waitmove
$hangar_doors_1_switch_origin playsound switchbox
level.hangar1_swith_up = 1
}
end
//--------------------------------------------------------------
//Open hangar 2 doors
//--------------------------------------------------------------
toggle_hangar_2_doors_switch:
if( level.hangar2_switch_up == 1 )
{
$hangar_doors_2_switch_origin speed 1.0
$hangar_doors_2_switch_origin rotatezdownto 180
$hangar_doors_2_switch_origin waitmove
$hangar_doors_2_switch_origin playsound switchbox
level.hangar2_switch_up = 0
}
else
{
$hangar_doors_2_switch_origin speed 1.0
$hangar_doors_2_switch_origin rotatezupto 0
$hangar_doors_2_switch_origin waitmove
$hangar_doors_2_switch_origin playsound switchbox
level.hangar2_switch_up = 1
}
end
//--------------------------------------------------------------
//Turn on Runway Lights
//--------------------------------------------------------------
toggle_runway_switch:
if( level.runway_switch_up == 1 )
{
$runway_switch_origin speed 1.0
$runway_switch_origin rotatezdownto 180
$runway_switch_origin waitmove
$runway_switch_origin playsound switchbox
level.runway_switch_up = 0
}
else
{
$runway_switch_origin speed 1.0
$runway_switch_origin rotatezupto 0
$runway_switch_origin waitmove
$runway_switch_origin playsound switchbox
level.runway_switch_up = 1
}
end
//-----------------------------------------------
// Turn off the runway lights
//-----------------------------------------------
turn_on_runway_lights:
//Turn on the lights
$run_lights_01 show
$run_lights_01 playsound runway_lights_on
wait .2
$run_lights_02 show
$run_lights_02 playsound runway_lights_on
wait .2
$run_lights_03 show
$run_lights_03 playsound runway_lights_on
wait .2
$run_lights_04 show
$run_lights_04 playsound runway_lights_on
wait .2
$run_lights_05 show
$run_lights_05 playsound runway_lights_on
wait .2
$run_lights_06 show
$run_lights_06 playsound runway_lights_on
wait .2
$run_lights_07 show
$run_lights_07 playsound runway_lights_on
wait .2
$run_lights_08 show
$run_lights_08 playsound runway_lights_on
wait .2
$run_lights_09 show
$run_lights_09 playsound runway_lights_on
wait .2
$run_lights_10 show
$run_lights_10 playsound runway_lights_on
wait .2
$run_lights_11 show
$run_lights_11 playsound runway_lights_on
wait .2
$run_lights_12 show
$run_lights_12 playsound runway_lights_on
end
//-----------------------------------------------
// Turn off the runway lights
//-----------------------------------------------
turn_off_runway_lights:
//Turn off the lights
$run_lights_01 hide
$run_lights_01 playsound runway_lights_off
wait .2
$run_lights_02 hide
$run_lights_02 playsound runway_lights_off
wait .2
$run_lights_03 hide
$run_lights_03 playsound runway_lights_off
wait .2
$run_lights_04 hide
$run_lights_04 playsound runway_lights_off
wait .2
$run_lights_05 hide
$run_lights_05 playsound runway_lights_off
wait .2
$run_lights_06 hide
$run_lights_06 playsound runway_lights_off
wait .2
$run_lights_07 hide
$run_lights_07 playsound runway_lights_off
wait .2
$run_lights_08 hide
$run_lights_08 playsound runway_lights_off
wait .2
$run_lights_09 hide
$run_lights_09 playsound runway_lights_off
wait .2
$run_lights_10 hide
$run_lights_10 playsound runway_lights_off
wait .2
$run_lights_11 hide
$run_lights_11 playsound runway_lights_off
wait .2
$run_lights_12 hide
$run_lights_12 playsound runway_lights_off
end
//-----------------------------------------------
// Check for end match condition
//-----------------------------------------------
Check_End_Match:
local.nAxis = 0
//Allied Spawner
if( $obj_allied_spawner.ControlledBy == 0 )
{
local.nAxis++
}
//Axis Spawner
if( $obj_axis_spawner.ControlledBy == 0 )
{
local.nAxis++
}
//Hangar Doors 1
if( $obj_hangar_doors_1.ControlledBy == 0 )
{
local.nAxis++
}
//Hangar Doors 2
if( $obj_hangar_doors_2.ControlledBy == 0 )
{
local.nAxis++
}
//Runway lights
if( $obj_runway_lights.ControlledBy == 0 )
{
local.nAxis++
}
//Allies first
if( $obj_runway_lights.ControlledBy == 1 && $obj_hangar_doors_1.ControlledBy == 1 && $obj_hangar_doors_2.ControlledBy == 1 )
{
//ignore the clock
level ignoreclock 1
//if there is a bomb ticking stop it.
waitthread global/tow_dm.scr::StopBomb
//Allies win do the movie then end the map
thread AlliesWon
}
else if( local.nAxis == level.numObjectives )
{
//ignore the clock
level ignoreclock 1
//if there is a bomb ticking stop it.
waitthread global/tow_dm.scr::StopBomb
//Axis win do their movie and end the map
thread AxisWon
}
end
//-------------------------------------------------------------
// Do the Allied camera stuff
//-------------------------------------------------------------
DoAlliedCamera local.ent:
local.camera = spawn func_camera origin $cam01.origin angles $cam01.angles
local.camera fov 100
local.camera watch local.ent
local.camera cut
cuecamera local.camera
end
//-------------------------------------------------------------
// when allies win, we watch the two planes take off and do a
// fly-by passed each other....
//-------------------------------------------------------------
AlliesWon:
$player nodamage
$player hide
freezeplayer
level ignoreclock 1
forcemusic aux2 aux2
local.plane = spawn script_model model vehicles/ho-ix.tik origin $p00.origin angles $p00.angles
local.plane notsolid
local.plane thread TakeOff $p00
thread DoAlliedCamera local.plane
local.plane2 = spawn script_model model vehicles/ho-ix.tik origin $p_00.origin angles $p_00.angles
local.plane2 waitthread TakeOff $p_00
forcemusic aux3 aux3
teamwin allies
wait 5
end
//-------------------------------------------------------------
// have the plane take off
//-------------------------------------------------------------
TakeOff local.path:
self notsolid
self playsound plane // todo: more appropriate sound maybe?
thread RaiseLandingGear
self followpath local.path
self waitmove
self delete
end
//--------------------------------------------------------------
// Raise the landing gear
//--------------------------------------------------------------
RaiseLandingGear:
wait 2
self anim takeoff
end
//-------------------------------------------------------------
// Watch the allies run by while the germans shoot at them...
// much like berlin's ending....
// open hanger door?
//-------------------------------------------------------------
AxisWon:
$player nodamage
$player hide
freezeplayer
forcemusic aux4 aux4
local.camera = spawn func_camera origin $axiswincam.origin angles $axiswincam.angles
local.camera cut
cuecamera local.camera
waitthread global/ai.scr::spawnset 30 set30
waitthread global/ai.scr::spawnset 40 set40
for (local.i=1;local.i<=$set30.size;local.i++)
{
$set30[local.i] thread RunAway
}
wait 0.75
for (local.i=1;local.i<=$set40.size;local.i++)
{
$set40[local.i] thread Chase
}
wait 7
$cine_hangar_doors close $cine_hangar_doors_entity
wait 8
forcemusic aux5 aux5
teamwin axis
wait 5
end
//-------------------------------------------------------------
//RunAway dudes running away
//-------------------------------------------------------------
RunAway:
self exec global/disable_ai.scr
self nodamage
self runto self.target
end
//-------------------------------------------------------------
// Chase dudes chasing the dudes running away..
//-------------------------------------------------------------
Chase local.target:
self exec global/disable_ai.scr
self nodamage
self runto self.target
self thread FireShots $set30[1]
end
//-------------------------------------------------------------
// Fire!
//-------------------------------------------------------------
FireShots local.target:
self aimat local.target
while ( isAlive self )
{
local.rand = randomfloat 0.75
local.rand += 0.2
wait local.rand
self fire
}
end
TOW>TDM---Flughafen
Moderator: Moderators
-
LiquorKraZy
- Captain
- Posts: 267
- Joined: Tue Aug 10, 2004 5:38 am
- Location: CA
- Contact:
TOW>TDM---Flughafen
ok...ive tried messing with this...i wanna take the TOW map FLughafen and make all the TOW stuff available for TDM...like (the runway lights, and the hangar doors) i wanna make it so ppl can open them and close them using the switches but i cant get it to work....all the other stuff i dont want to worry about...stock script is below...maybe some ideas to get me started...i have it all working, except the switches....remember this is the stock script....thanks ahead of time!
the hanger doors are marked as targeted that means they can only be opened or close by a trigger or by script in this case they are opened by script so to change it so a trigger targets the door/doors ( see below )$hangar_doors_2 open $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_open
binds the switches to the doors leave this in//----------------------------------------------------------
//init the trigger switches
//----------------------------------------------------------
init_switches:
$hangar_doors_1_switch bind $hangar_doors_1_switch_origin
$hangar_doors_2_switch bind $hangar_doors_2_switch_origin
$runway_switch bind $runway_switch_origin
//make all the switches non solid so as not to injure the player when triggered.
$hangar_doors_1_switch notsolid
$hangar_doors_1_switch_origin notsolid
$hangar_doors_2_switch notsolid
$hangar_doors_2_switch_origin notsolid
$runway_switch notsolid
$runway_switch_origin notsolid
end
toggles the switch done with a trigger_use useing setthread ,if the trigger targets the door it will open it or close it as the case maybe//--------------------------------------------------------------
//Open hangar 1 doors
//--------------------------------------------------------------
toggle_hangar_1_doors_switch:
if( level.hangar1_switch_up == 1 )
{
$hangar_doors_1_switch_origin speed 1.0
$hangar_doors_1_switch_origin rotatezdownto 180
$hangar_doors_1_switch_origin waitmove
$hangar_doors_1_switch_origin playsound switchbox
level.hangar1_switch_up = 0
}
else
{
$hangar_doors_1_switch_origin speed 1.0
$hangar_doors_1_switch_origin rotatezupto 0
$hangar_doors_1_switch_origin waitmove
$hangar_doors_1_switch_origin playsound switchbox
level.hangar1_swith_up = 1
}
end
Usually the light turn on and off depending on the dmteam of the player and who controls them but can be change to toggle no matter what team the player is on both ways run the thread at the bottom toggle_runway_switch and waitthread turn_on_runway_lights all the lines above that can be taken out.toggle_runway_lights:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == allies )
{
if( $obj_runway_lights.ControlledBy != 1 )
{
//flip the switch
thread toggle_runway_switch
waitthread turn_on_runway_lights
-
LiquorKraZy
- Captain
- Posts: 267
- Joined: Tue Aug 10, 2004 5:38 am
- Location: CA
- Contact:
Been wanting to do this myself too - any luck Petey? I had trouble getting around the takeover/control flags so I just spawned my own triggers to run all the stuff.
Also, I conditioned the tdm mode stuff so the script should still work in TOW mode too.
Also, I conditioned the tdm mode stuff so the script should still work in TOW mode too.
Code: Select all
// MP_Flughafen_TOW
// Note: For objective function calls TakeOver and SetCurrent the
// teams are as such:
// 0 = Axis
// 1 = Allies
// 2 = Neutral
//----------------------------------------------------------
// Main
//----------------------------------------------------------
main:
exec global/ai.scr
exec global/friendly.scr
level.script="maps/obj/MP_Flughafen_TOW.scr"
level.music="MP_Flughafen_TOW"
setcvar "g_scoreboardpic" "mp_flughafen_tow"
exec global/tow_dm.scr
exec global/ambient.scr
exec global/door_locked.scr
level.gametype = int( getcvar( g_gametype ) )
//gametype 5 = Tug of War
if( level.gametype == 5 )
{
setcvar "g_obj_alliedtext1" "Protect Allied Transport"
setcvar "g_obj_alliedtext2" "Open 1st Hangar Doors"
setcvar "g_obj_alliedtext3" "Turn On the Runway Lights"
setcvar "g_obj_alliedtext4" "Open the 2nd Hangar Doors"
setcvar "g_obj_alliedtext5" "Detonate Axis Motorpool"
setcvar "g_obj_axistext1" "Protect Axis Motorpool"
setcvar "g_obj_axistext2" "Close the 2nd Hangar Doors"
setcvar "g_obj_axistext3" "Turn Off the Runway Lights"
setcvar "g_obj_axistext4" "Close the 1st Hangar Doors"
setcvar "g_obj_axistext5" "Destroy Allied Transport"
}
else
{
$gmc_bomb remove
$opel_bomb remove
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Flughafen"
setcvar "g_obj_alliedtext2" "TDM"
setcvar "g_obj_alliedtext3" "MOD"
setcvar "g_obj_axistext1" "by"
setcvar "g_obj_axistext2" "ViPER"
setcvar "g_obj_axistext3" ""
}
//add in our clip brushes
local.clipbrush = spawn script_object
local.clipbrush.origin = ( -1125 4470 -10 )
local.clipbrush setsize ( -340 -220 -100 ) ( 340 150 120 )
local.clipbrush.angles = ( 0 347 0 )
local.clipbrush solid
//set our farplane and culling parameters
$world farplane 3000
$world farplane_color ".03 .05 .09" //this matches eben's new sky
$world farplane_cull 2
//Viper says leave these closed if not TOW mode...
if( level.gametype == 5 )
{
//Open the hangar 1 doors
$hangar_doors_1 open $hangar_doors_1_entity
}
// open these doors at the start...
$cine_hangar_doors open $cine_hangar_doors_entity
//Turn off the lights!
thread init_runway_lights
//////////////////////////
level waittill prespawn
//////////////////////////
//gametype not Tug of War
if( level.gametype <= 4 )
{
thread viperstuff
}
//////////////////////////
level waittill spawn
//////////////////////////
//init aagun params
$aagun.collisionent = $aagun_collision
$aagun_turret0.collisionent = $aagun_turret_collision
$aagun thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_aagun_d.tik" $aagun_destroyed_collision
//init granatwefer 1 params
$granat_1.collisionent = $granatwerfer_collision
$granat_1_turret0.collisionent = $granatwerfer_turret_collision
$granat_1 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
$granat_1_turret0 maxyawoffset "40"
//init granatwefer 2 params
$granat_2.collisionent = $granatwerfer_collision
$granat_2_turret0.collisionent = $granatwerfer_turret_collision
$granat_2 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
$granat_2_turret0 maxyawoffset "40"
// set the parameters for this round based match
level.bRoundStarted = 0
// level.dmrespawning = 1 // 1 or 0
level.clockside = axis // set to axis, allies, kills, or draw
level.dmroundlimit = 15 // round time limit in minutes
level.numObjectives = 5 // Number of objectives needed to win
level.hangar1_switch_up = 1
level.hangar2_switch_up = 1
level.runway_switch_up = 1
//////////////////////////
level waittill roundstart
//////////////////////////
//If we are in TOW mode setup the TOW stuff...
if( level.gametype == 5 )
{
thread init_switches
thread init_spawner_bombs
//Flip the hangar switch
thread toggle_hangar_1_doors_switch
//Setup the starting team objectives
thread set_objectives
level.bRoundStarted = 1
}
end
//----------------------------------------------------------
//Destroy the Allied spawner here
//----------------------------------------------------------
destroy_allied_spawner local.planter:
iprintln "The Allied transport has been destroyed!"
//Take over the objective
$obj_allied_spawner TakeOver 0
iprintln "The Allied Team can no longer respawn!"
//Give the planter some points
if( local.planter != NULL && local.planter != NIL )
{
local.planter AddKills 5
}
thread Check_End_Match
end
//----------------------------------------------------------
//Destroy the Axis spawner here
//----------------------------------------------------------
destroy_axis_spawner local.planter:
iprintln "The Axis Motorpool has been destroyed!"
//Take over the objective
$obj_axis_spawner TakeOver 1
iprintln "The Axis Team can no longer respawn!"
//Give the planter some points
if( local.planter != NULL && local.planter != NIL )
{
local.planter AddKills 5
}
thread Check_End_Match
end
//----------------------------------------------------------
//Open/close the 1st Hangar Doors here
//----------------------------------------------------------
toggle_hangar_doors_1:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $obj_hangar_doors_1.ControlledBy != 0 )
{
//flip the switch
thread toggle_hangar_1_doors_switch
//Close the hangar doors
$hangar_doors_1 close $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_closed
$obj_hangar_doors_1 TakeOver 0
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have closed the 1st Hangar Doors!"
}
}
else if( parm.other.dmteam == allies )
{
if( $obj_hangar_doors_1.ControlledBy != 1 )
{
//flip the switch
thread toggle_hangar_1_doors_switch
//Open the pen doors
$hangar_doors_1 open $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_open
$obj_hangar_doors_1 TakeOver 1
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have opened the 1st Hangar Doors!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Open/close the 2st Hangar Doors here
//----------------------------------------------------------
toggle_hangar_doors_2:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $obj_hangar_doors_2.ControlledBy != 0 )
{
//flip the switch
thread toggle_hangar_2_doors_switch
//Close the hangar doors
$hangar_doors_2 close $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_closed
$obj_hangar_doors_2 TakeOver 0
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have closed the 2nd Hangar Doors!"
}
}
else if( parm.other.dmteam == allies )
{
if( $obj_hangar_doors_2.ControlledBy != 1 )
{
//flip the switch
thread toggle_hangar_2_doors_switch
//Open the hangar doors
$hangar_doors_2 open $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_open
$obj_hangar_doors_2 TakeOver 1
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have opened the 2nd Hangar Doors!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Turn on/Shut down the runway lights
//----------------------------------------------------------
toggle_runway_lights:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == allies )
{
if( $obj_runway_lights.ControlledBy != 1 )
{
//Take the objective
$obj_runway_lights TakeOver 1
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have turned on the Runway Lights!"
//flip the switch
thread toggle_runway_switch
waitthread turn_on_runway_lights
}
}
else if( parm.other.dmteam == axis )
{
if( $obj_runway_lights.ControlledBy != 0 )
{
//Take the objective
$obj_runway_lights TakeOver 0
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have turned off the Runway Lights!"
//flip the switch
thread toggle_runway_switch
waitthread turn_off_runway_lights
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Initialize the runway lights
//----------------------------------------------------------
init_runway_lights:
$run_lights_01 hide
$run_lights_02 hide
$run_lights_03 hide
$run_lights_04 hide
$run_lights_05 hide
$run_lights_06 hide
$run_lights_07 hide
$run_lights_08 hide
$run_lights_09 hide
$run_lights_10 hide
$run_lights_11 hide
$run_lights_12 hide
end
//----------------------------------------------------------
//Set the teams current objectives
//----------------------------------------------------------
set_objectives:
//First lets do the allies
if( $obj_hangar_doors_1.ControlledBy == 0 )
{
$obj_hangar_doors_1 SetCurrent 1
}
else if( $obj_runway_lights.ControlledBy == 0 )
{
$obj_runway_lights SetCurrent 1
}
else if( $obj_hangar_doors_2.ControlledBy == 0 )
{
$obj_hangar_doors_2 SetCurrent 1
}
else if( $obj_axis_spawner.ControlledBy == 0 )
{
$obj_axis_spawner SetCurrent 1
}
//Now the Axis
if( $obj_hangar_doors_2.ControlledBy == 1 )
{
$obj_hangar_doors_2 SetCurrent 0
}
else if( $obj_runway_lights.ControlledBy == 1 )
{
$obj_runway_lights SetCurrent 0
}
else if( $obj_hangar_doors_1.ControlledBy == 1 )
{
$obj_hangar_doors_1 SetCurrent 0
}
else if( $obj_allied_spawner.ControlledBy == 1 )
{
$obj_allied_spawner SetCurrent 0
}
end
//----------------------------------------------------------
//init the spawner bombs
//----------------------------------------------------------
init_spawner_bombs:
//Allied spawner bomb
$gmc_bomb thread global/tow_dm.scr::bomb_thinker "axis" maps/obj/MP_Flughafen_TOW.scr::destroy_allied_spawner
$opel_bomb thread global/tow_dm.scr::bomb_thinker "allies" maps/obj/MP_Flughafen_TOW.scr::destroy_axis_spawner
end
//----------------------------------------------------------
//init the trigger switches
//----------------------------------------------------------
init_switches:
$hangar_doors_1_switch bind $hangar_doors_1_switch_origin
$hangar_doors_2_switch bind $hangar_doors_2_switch_origin
$runway_switch bind $runway_switch_origin
//make all the switches non solid so as not to injure the player when triggered.
$hangar_doors_1_switch notsolid
$hangar_doors_1_switch_origin notsolid
$hangar_doors_2_switch notsolid
$hangar_doors_2_switch_origin notsolid
$runway_switch notsolid
$runway_switch_origin notsolid
end
//--------------------------------------------------------------
//Open hangar 1 doors
//--------------------------------------------------------------
toggle_hangar_1_doors_switch:
if( level.hangar1_switch_up == 1 )
{
level.hangar1_switch_up = 0
$hangar_doors_1_switch_origin speed 1.0
$hangar_doors_1_switch_origin rotatezdownto 180
$hangar_doors_1_switch_origin waitmove
$hangar_doors_1_switch_origin playsound switchbox
}
else
{
level.hangar1_switch_up = 1
$hangar_doors_1_switch_origin speed 1.0
$hangar_doors_1_switch_origin rotatezupto 0
$hangar_doors_1_switch_origin waitmove
$hangar_doors_1_switch_origin playsound switchbox
}
end
//--------------------------------------------------------------
//Open hangar 2 doors
//--------------------------------------------------------------
toggle_hangar_2_doors_switch:
if( level.hangar2_switch_up == 1 )
{
level.hangar2_switch_up = 0
$hangar_doors_2_switch_origin speed 1.0
$hangar_doors_2_switch_origin rotatezdownto 180
$hangar_doors_2_switch_origin waitmove
$hangar_doors_2_switch_origin playsound switchbox
}
else
{
level.hangar2_switch_up = 1
$hangar_doors_2_switch_origin speed 1.0
$hangar_doors_2_switch_origin rotatezupto 0
$hangar_doors_2_switch_origin waitmove
$hangar_doors_2_switch_origin playsound switchbox
}
end
//--------------------------------------------------------------
//Turn on Runway Lights
//--------------------------------------------------------------
toggle_runway_switch:
if( level.runway_switch_up == 1 )
{
level.runway_switch_up = 0
$runway_switch_origin speed 1.0
$runway_switch_origin rotatezdownto 180
$runway_switch_origin waitmove
$runway_switch_origin playsound switchbox
}
else
{
level.runway_switch_up = 1
$runway_switch_origin speed 1.0
$runway_switch_origin rotatezupto 0
$runway_switch_origin waitmove
$runway_switch_origin playsound switchbox
}
end
//-----------------------------------------------
// Turn on the runway lights
//-----------------------------------------------
turn_on_runway_lights:
//Turn on the lights
$run_lights_01 show
$run_lights_01 playsound runway_lights_on
wait .2
$run_lights_02 show
$run_lights_02 playsound runway_lights_on
wait .2
$run_lights_03 show
$run_lights_03 playsound runway_lights_on
wait .2
$run_lights_04 show
$run_lights_04 playsound runway_lights_on
wait .2
$run_lights_05 show
$run_lights_05 playsound runway_lights_on
wait .2
$run_lights_06 show
$run_lights_06 playsound runway_lights_on
wait .2
$run_lights_07 show
$run_lights_07 playsound runway_lights_on
wait .2
$run_lights_08 show
$run_lights_08 playsound runway_lights_on
wait .2
$run_lights_09 show
$run_lights_09 playsound runway_lights_on
wait .2
$run_lights_10 show
$run_lights_10 playsound runway_lights_on
wait .2
$run_lights_11 show
$run_lights_11 playsound runway_lights_on
wait .2
$run_lights_12 show
$run_lights_12 playsound runway_lights_on
end
//-----------------------------------------------
// Turn off the runway lights
//-----------------------------------------------
turn_off_runway_lights:
//Turn off the lights
$run_lights_01 hide
$run_lights_01 playsound runway_lights_off
wait .2
$run_lights_02 hide
$run_lights_02 playsound runway_lights_off
wait .2
$run_lights_03 hide
$run_lights_03 playsound runway_lights_off
wait .2
$run_lights_04 hide
$run_lights_04 playsound runway_lights_off
wait .2
$run_lights_05 hide
$run_lights_05 playsound runway_lights_off
wait .2
$run_lights_06 hide
$run_lights_06 playsound runway_lights_off
wait .2
$run_lights_07 hide
$run_lights_07 playsound runway_lights_off
wait .2
$run_lights_08 hide
$run_lights_08 playsound runway_lights_off
wait .2
$run_lights_09 hide
$run_lights_09 playsound runway_lights_off
wait .2
$run_lights_10 hide
$run_lights_10 playsound runway_lights_off
wait .2
$run_lights_11 hide
$run_lights_11 playsound runway_lights_off
wait .2
$run_lights_12 hide
$run_lights_12 playsound runway_lights_off
end
//-----------------------------------------------
// Check for end match condition
//-----------------------------------------------
Check_End_Match:
local.nAxis = 0
//Allied Spawner
if( $obj_allied_spawner.ControlledBy == 0 )
{
local.nAxis++
}
//Axis Spawner
if( $obj_axis_spawner.ControlledBy == 0 )
{
local.nAxis++
}
//Hangar Doors 1
if( $obj_hangar_doors_1.ControlledBy == 0 )
{
local.nAxis++
}
//Hangar Doors 2
if( $obj_hangar_doors_2.ControlledBy == 0 )
{
local.nAxis++
}
//Runway lights
if( $obj_runway_lights.ControlledBy == 0 )
{
local.nAxis++
}
//Allies first
if( $obj_runway_lights.ControlledBy == 1 && $obj_hangar_doors_1.ControlledBy == 1 && $obj_hangar_doors_2.ControlledBy == 1 )
{
//Only show the movie if the wingame cvar has not been set yet.
local.winstate = int( getcvar( g_TOW_winstate ) )
if( local.winstate == 0 )
{
setcvar "g_TOW_winstate" "1"
//ignore the clock
level ignoreclock 1
//if there is a bomb ticking stop it.
waitthread global/tow_dm.scr::StopBomb
//Allies win do the movie then end the map
thread AlliesWon
}
}
else if( local.nAxis == level.numObjectives )
{
//Only show the movie if the wingame cvar has not been set yet.
local.winstate = int( getcvar( g_TOW_winstate ) )
if( local.winstate == 0 )
{
setcvar "g_TOW_winstate" "1"
//ignore the clock
level ignoreclock 1
//if there is a bomb ticking stop it.
waitthread global/tow_dm.scr::StopBomb
//Axis win do their movie and end the map
thread AxisWon
}
}
end
//-------------------------------------------------------------
// Do the Allied camera stuff
//-------------------------------------------------------------
DoAlliedCamera local.ent:
local.camera = spawn func_camera origin $cam01.origin angles $cam01.angles
local.camera fov 100
local.camera watch local.ent
local.camera cut
cuecamera local.camera
end
//-------------------------------------------------------------
// when allies win, we watch the two planes take off and do a
// fly-by passed each other....
//-------------------------------------------------------------
AlliesWon:
$player nodamage
$player hide
freezeplayer
drawhud 0
level ignoreclock 1
forcemusic aux2 aux2
local.plane = spawn script_model model vehicles/ho-ix.tik origin $p00.origin angles $p00.angles
local.plane notsolid
local.plane thread TakeOff $p00
thread DoAlliedCamera local.plane
local.plane2 = spawn script_model model vehicles/ho-ix.tik origin $p_00.origin angles $p_00.angles
local.plane2 waitthread TakeOff $p_00
forcemusic aux3 aux3
teamwin allies
wait 5
end
//-------------------------------------------------------------
// have the plane take off
//-------------------------------------------------------------
TakeOff local.path:
self notsolid
self playsound plane // todo: more appropriate sound maybe?
thread RaiseLandingGear
self followpath local.path
self waitmove
self delete
end
//--------------------------------------------------------------
// Raise the landing gear
//--------------------------------------------------------------
RaiseLandingGear:
wait 2
self anim takeoff
end
//-------------------------------------------------------------
// Watch the allies run by while the germans shoot at them...
// much like berlin's ending....
// open hanger door?
//-------------------------------------------------------------
AxisWon:
$player nodamage
$player hide
freezeplayer
drawhud 0
forcemusic aux4 aux4
local.camera = spawn func_camera origin $axiswincam.origin angles $axiswincam.angles
local.camera cut
cuecamera local.camera
waitthread global/ai.scr::spawnset 30 set30
waitthread global/ai.scr::spawnset 40 set40
for (local.i=1;local.i<=$set30.size;local.i++)
{
$set30[local.i] thread RunAway
}
wait 0.75
for (local.i=1;local.i<=$set40.size;local.i++)
{
$set40[local.i] thread Chase
}
wait 7
$cine_hangar_doors close $cine_hangar_doors_entity
wait 8
forcemusic aux5 aux5
teamwin axis
wait 5
end
//-------------------------------------------------------------
//RunAway dudes running away
//-------------------------------------------------------------
RunAway:
self exec global/disable_ai.scr
self nodamage
self runto self.target
end
//-------------------------------------------------------------
// Chase dudes chasing the dudes running away..
//-------------------------------------------------------------
Chase local.target:
self exec global/disable_ai.scr
self nodamage
self runto self.target
self thread FireShots $set30[1]
end
//-------------------------------------------------------------
// Fire!
//-------------------------------------------------------------
FireShots local.target:
self aimat local.target
while ( isAlive self )
{
local.rand = randomfloat 0.75
local.rand += 0.2
wait local.rand
self fire
}
end
//////////////////////////////////////////////////////////////////////
///////////////////////////ViPER STUFF////////////////////////////////
//////////////////////////////////////////////////////////////////////
viperstuff:
$hangar_doors_1_switch bind $hangar_doors_1_switch_origin
$hangar_doors_2_switch bind $hangar_doors_2_switch_origin
$runway_switch bind $runway_switch_origin
//make all the switches non solid so as not to injure the player when triggered.
$hangar_doors_1_switch notsolid
$hangar_doors_1_switch_origin notsolid
$hangar_doors_2_switch notsolid
$hangar_doors_2_switch_origin notsolid
$runway_switch notsolid
$runway_switch_origin notsolid
local.runwaytrg = spawn trigger_use
local.runwaytrg.origin = ( -259 -1335 522 )
local.runwaytrg setsize ( -20 -20 -20 ) ( 20 20 100 )
local.runwaytrg targetname runwaylighttrg
local.hanger1trg = spawn trigger_use
local.hanger1trg.origin = ( 987 3240 57 )
local.hanger1trg setsize ( -20 -20 -20 ) ( 20 20 100 )
local.hanger1trg targetname hangerdoors1
local.hanger2trg = spawn trigger_use
local.hanger2trg.origin = ( -3615 1087 57 )
local.hanger2trg setsize ( -20 -20 -20 ) ( 20 20 100 )
local.hanger2trg targetname hangerdoors2
thread togglelights
thread openhanger1drs
thread openhanger2drs
end
//////////////////////////////////////////////////////////
//////////////////////RUNWAY LIGHTS///////////////////////
//////////////////////////////////////////////////////////
togglelights:
while(1)
{
// wait for trigger event
while(1)
{
$runwaylighttrg waittill trigger
if(parm.other.dmteam == allies || parm.other.dmteam == axis)
break
}
if( level.runway_switch_up == 1 )
{
//flip the switch
thread toggle_runway_switch
waitthread turn_on_runway_lights
iprintln "Runway lights on!"
}
else
{
//flip the switch
thread toggle_runway_switch
waitthread turn_off_runway_lights
iprintln "Runway lights off!"
}
}
end
//////////////////////////////////////////////////////////
////////////////////////Hanger ONE////////////////////////
//////////////////////////////////////////////////////////
openhanger1drs:
while(1)
{
// wait for trigger event
while(1)
{
$hangerdoors1 waittill trigger
if(parm.other.dmteam == allies || parm.other.dmteam == axis)
break
}
if( level.hangar1_switch_up == 1 )
{
//flip the switch
thread toggle_hangar_1_doors_switch
$hangar_doors_1 open $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_open
iprintln "Hangar 1 - doors openning!"
}
else
{
//flip the switch
thread toggle_hangar_1_doors_switch
$hangar_doors_1 close $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_close
iprintln "Hangar 1 - doors closing!"
}
}
end
//////////////////////////////////////////////////////////
////////////////////////Hanger TWO////////////////////////
//////////////////////////////////////////////////////////
openhanger2drs:
while(1)
{
// wait for trigger event
while(1)
{
$hangerdoors2 waittill trigger
if(parm.other.dmteam == allies || parm.other.dmteam == axis)
break
}
if( level.hangar2_switch_up == 1 )
{
//flip the switch
thread toggle_hangar_2_doors_switch
$hangar_doors_2 open $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_open
iprintln "Hangar 2 - doors openning!"
}
else
{
//flip the switch
thread toggle_hangar_2_doors_switch
$hangar_doors_2 close $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_close
iprintln "Hangar 2 - doors closing!"
}
}
end-
LiquorKraZy
- Captain
- Posts: 267
- Joined: Tue Aug 10, 2004 5:38 am
- Location: CA
- Contact:
Here it is.. im not sure if previous one works in tow or not, I had renamed my script and i think thats why the tow wasn't working. Any ways this pne works in TOW and TDM and i added some TDM spawns a cool little flashing runway light runner.
edit - there was a change in the new tow script that effected the tdm hangardoor1 thread.. it is fixed.
edit - there was a change in the new tow script that effected the tdm hangardoor1 thread.. it is fixed.
Code: Select all
// MP_Flughafen_TOW
// Note: For objective function calls TakeOver and SetCurrent the
// teams are as such:
// 0 = Axis
// 1 = Allies
// 2 = Neutral
level.gametype = int( getcvar( g_gametype ) )
if( level.gametype == 2 )
{
///////////////////////////////////////////
/// Allied spawns ///
///////////////////////////////////////////
local.allied1 = spawn info_player_allied
local.allied1.origin = ( 643 3531 32 )
local.allied1.angle = -120
local.allied2 = spawn info_player_allied
local.allied2.origin = ( 1478 1265 88 )
local.allied2.angle = 50
local.allied3 = spawn info_player_allied
local.allied3.origin = ( -1163 2885 -70 )
local.allied3.angle = 0
local.allied4 = spawn info_player_allied
local.allied4.origin = ( -1668 3366 58 )
local.allied4.angle = 180
///////////////////////////////////////////
/// Axis spawns ///
///////////////////////////////////////////
local.axis1 = spawn info_player_axis
local.axis1.origin = ( -2772 876 32 )
local.axis1.angle = 120
local.axis2 = spawn info_player_axis
local.axis2.origin = ( -1732 1036 -70 )
local.axis2.angle = 90
local.axis3 = spawn info_player_axis
local.axis3.origin = ( -118 -1565 24 )
local.axis3.angle = -145
local.axis4 = spawn info_player_axis
local.axis4.origin = ( -1959 847 24 )
local.axis4.angle = -70
}
//----------------------------------------------------------
// Main
//----------------------------------------------------------
main:
exec global/ai.scr
exec global/friendly.scr
level.script="maps/obj/MP_Flughafen_TOW.scr"
level.music="MP_Flughafen_TOW"
setcvar "g_scoreboardpic" "mp_flughafen_tow"
exec global/tow_dm.scr
exec global/ambient.scr
exec global/door_locked.scr
level.gametype = int( getcvar( g_gametype ) )
//gametype 5 = Tug of War
if( level.gametype == 5 )
{
setcvar "g_obj_alliedtext1" "Protect Allied Transport"
setcvar "g_obj_alliedtext2" "Open 1st Hangar Doors"
setcvar "g_obj_alliedtext3" "Turn On the Runway Lights"
setcvar "g_obj_alliedtext4" "Open the 2nd Hangar Doors"
setcvar "g_obj_alliedtext5" "Detonate Axis Motorpool"
setcvar "g_obj_axistext1" "Protect Axis Motorpool"
setcvar "g_obj_axistext2" "Close the 2nd Hangar Doors"
setcvar "g_obj_axistext3" "Turn Off the Runway Lights"
setcvar "g_obj_axistext4" "Close the 1st Hangar Doors"
setcvar "g_obj_axistext5" "Destroy Allied Transport"
}
else
{
$gmc_bomb remove
$opel_bomb remove
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Flughafen"
setcvar "g_obj_alliedtext2" "TDM"
setcvar "g_obj_alliedtext3" "MOD"
setcvar "g_obj_axistext1" "by"
setcvar "g_obj_axistext2" "ViPER"
setcvar "g_obj_axistext3" " "
}
//set our farplane and culling parameters
$world farplane 3000
$world farplane_color ".03 .05 .09" //this matches eben's new sky
$world farplane_cull 2
//Viper says leave these closed if not TOW mode...
if( level.gametype == 5 )
{
//Open the hangar 1 doors
$hangar_doors_1 open $hangar_doors_1_entity
}
// open these doors at the start...
$cine_hangar_doors open $cine_hangar_doors_entity
//Turn off the lights!
thread init_runway_lights
//////////////////////////
level waittill prespawn
//////////////////////////
//gametype not Tug of War
if( level.gametype <= 4 )
{
thread viperstuff
}
//////////////////////////
level waittill spawn
//////////////////////////
//init aagun params
$aagun.collisionent = $aagun_collision
$aagun_turret0.collisionent = $aagun_turret_collision
$aagun thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_aagun_d.tik" $aagun_destroyed_collision
//init granatwefer 1 params
$granat_1.collisionent = $granatwerfer_collision
$granat_1_turret0.collisionent = $granatwerfer_turret_collision
$granat_1 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
$granat_1_turret0 maxyawoffset "40"
//init granatwefer 2 params
$granat_2.collisionent = $granatwerfer_collision
$granat_2_turret0.collisionent = $granatwerfer_turret_collision
$granat_2 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
$granat_2_turret0 maxyawoffset "40"
// set the parameters for this round based match
level.bRoundStarted = 0
level.dmrespawning = 1 // 1 or 0
level.clockside = axis // set to axis, allies, kills, or draw
level.dmroundlimit = 15 // round time limit in minutes
level.numObjectives = 5 // Number of objectives needed to win
level.hangar1_switch_up = 1
level.hangar2_switch_up = 1
level.runway_switch_up = 1
//////////////////////////
//level waittill roundstart
//////////////////////////
//If we are in TOW mode setup the TOW stuff...
if( level.gametype == 5 )
{
thread init_switches
thread init_spawner_bombs
//Flip the hangar switch
thread toggle_hangar_1_doors_switch
//Setup the starting team objectives
thread set_objectives
level.bRoundStarted = 1
}
if(int(getcvar "nightmod") >= 1)
thread nightcheck
end
//----------------------------------------------------------
//Destroy the Allied spawner here
//----------------------------------------------------------
destroy_allied_spawner:
iprintln "The Allied transport has been destroyed!"
//Take over the objective
$obj_allied_spawner TakeOver 0
iprintln "The Allied Team can no longer respawn!"
thread Check_End_Match
end
//----------------------------------------------------------
//Destroy the Axis spawner here
//----------------------------------------------------------
destroy_axis_spawner:
iprintln "The Axis Motorpool has been destroyed!"
//Take over the objective
$obj_axis_spawner TakeOver 1
iprintln "The Axis Team can no longer respawn!"
thread Check_End_Match
end
//----------------------------------------------------------
//Open/close the 1st Hangar Doors here
//----------------------------------------------------------
toggle_hangar_doors_1:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $obj_hangar_doors_1.ControlledBy != 0 )
{
//flip the switch
thread toggle_hangar_1_doors_switch
//Close the hangar doors
$hangar_doors_1 close $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_closed
$obj_hangar_doors_1 TakeOver 0
iprintln "The Axis have closed the 1st Hangar Doors!"
}
}
else if( parm.other.dmteam == allies )
{
if( $obj_hangar_doors_1.ControlledBy != 1 )
{
//flip the switch
thread toggle_hangar_1_doors_switch
//Open the pen doors
$hangar_doors_1 open $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_open
$obj_hangar_doors_1 TakeOver 1
iprintln "The Allies have opened the 1st Hangar Doors!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Open/close the 2st Hangar Doors here
//----------------------------------------------------------
toggle_hangar_doors_2:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $obj_hangar_doors_2.ControlledBy != 0 )
{
//flip the switch
thread toggle_hangar_2_doors_switch
//Close the hangar doors
$hangar_doors_2 close $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_closed
$obj_hangar_doors_2 TakeOver 0
iprintln "The Axis have closed the 2nd Hangar Doors!"
}
}
else if( parm.other.dmteam == allies )
{
if( $obj_hangar_doors_2.ControlledBy != 1 )
{
//flip the switch
thread toggle_hangar_2_doors_switch
//Open the hangar doors
$hangar_doors_2 open $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_open
$obj_hangar_doors_2 TakeOver 1
iprintln "The Allies have opened the 2nd Hangar Doors!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Turn on/Shut down the runway lights
//----------------------------------------------------------
toggle_runway_lights:
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == allies )
{
if( $obj_runway_lights.ControlledBy != 1 )
{
//flip the switch
thread toggle_runway_switch
waitthread turn_on_runway_lights
//Take the objective
$obj_runway_lights TakeOver 1
iprintln "The Allies have turned on the Runway Lights!"
}
}
else if( parm.other.dmteam == axis )
{
if( $obj_runway_lights.ControlledBy != 0 )
{
//flip the switch
thread toggle_runway_switch
waitthread turn_off_runway_lights
//Take the objective
$obj_runway_lights TakeOver 0
iprintln "The Axis have turned off the Runway Lights!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Initialize the runway lights
//----------------------------------------------------------
init_runway_lights:
$run_lights_01 hide
$run_lights_02 hide
$run_lights_03 hide
$run_lights_04 hide
$run_lights_05 hide
$run_lights_06 hide
$run_lights_07 hide
$run_lights_08 hide
$run_lights_09 hide
$run_lights_10 hide
$run_lights_11 hide
$run_lights_12 hide
end
//----------------------------------------------------------
//Set the teams current objectives
//----------------------------------------------------------
set_objectives:
//First lets do the allies
if( $obj_hangar_doors_1.ControlledBy == 0 )
{
$obj_hangar_doors_1 SetCurrent 1
}
else if( $obj_runway_lights.ControlledBy == 0 )
{
$obj_runway_lights SetCurrent 1
}
else if( $obj_hangar_doors_2.ControlledBy == 0 )
{
$obj_hangar_doors_2 SetCurrent 1
}
else if( $obj_axis_spawner.ControlledBy == 0 )
{
$obj_axis_spawner SetCurrent 1
}
//Now the Axis
if( $obj_hangar_doors_2.ControlledBy == 1 )
{
$obj_hangar_doors_2 SetCurrent 0
}
else if( $obj_runway_lights.ControlledBy == 1 )
{
$obj_runway_lights SetCurrent 0
}
else if( $obj_hangar_doors_1.ControlledBy == 1 )
{
$obj_hangar_doors_1 SetCurrent 0
}
else if( $obj_allied_spawner.ControlledBy == 1 )
{
$obj_allied_spawner SetCurrent 0
}
end
//----------------------------------------------------------
//init the spawner bombs
//----------------------------------------------------------
init_spawner_bombs:
//Allied spawner bomb
$gmc_bomb thread global/tow_dm.scr::bomb_thinker "axis" maps/obj/MP_Flughafen_TOW.scr::destroy_allied_spawner
$opel_bomb thread global/tow_dm.scr::bomb_thinker "allies" maps/obj/MP_Flughafen_TOW.scr::destroy_axis_spawner
end
//----------------------------------------------------------
//init the trigger switches
//----------------------------------------------------------
init_switches:
$hangar_doors_1_switch bind $hangar_doors_1_switch_origin
$hangar_doors_2_switch bind $hangar_doors_2_switch_origin
$runway_switch bind $runway_switch_origin
//make all the switches non solid so as not to injure the player when triggered.
$hangar_doors_1_switch notsolid
$hangar_doors_1_switch_origin notsolid
$hangar_doors_2_switch notsolid
$hangar_doors_2_switch_origin notsolid
$runway_switch notsolid
$runway_switch_origin notsolid
end
//--------------------------------------------------------------
//Open hangar 1 doors
//--------------------------------------------------------------
toggle_hangar_1_doors_switch:
if( level.hangar1_switch_up == 1 )
{
$hangar_doors_1_switch_origin speed 1.0
$hangar_doors_1_switch_origin rotatezdownto 180
$hangar_doors_1_switch_origin waitmove
$hangar_doors_1_switch_origin playsound switchbox
level.hangar1_switch_up = 0
}
else
{
$hangar_doors_1_switch_origin speed 1.0
$hangar_doors_1_switch_origin rotatezupto 0
$hangar_doors_1_switch_origin waitmove
$hangar_doors_1_switch_origin playsound switchbox
level.hangar1_swith_up = 1
}
end
//--------------------------------------------------------------
//Open hangar 2 doors
//--------------------------------------------------------------
toggle_hangar_2_doors_switch:
if( level.hangar2_switch_up == 1 )
{
$hangar_doors_2_switch_origin speed 1.0
$hangar_doors_2_switch_origin rotatezdownto 180
$hangar_doors_2_switch_origin waitmove
$hangar_doors_2_switch_origin playsound switchbox
level.hangar2_switch_up = 0
}
else
{
$hangar_doors_2_switch_origin speed 1.0
$hangar_doors_2_switch_origin rotatezupto 0
$hangar_doors_2_switch_origin waitmove
$hangar_doors_2_switch_origin playsound switchbox
level.hangar2_switch_up = 1
}
end
//--------------------------------------------------------------
//Turn on Runway Lights
//--------------------------------------------------------------
toggle_runway_switch:
if( level.runway_switch_up == 1 )
{
$runway_switch_origin speed 1.0
$runway_switch_origin rotatezdownto 180
$runway_switch_origin waitmove
$runway_switch_origin playsound switchbox
level.runway_switch_up = 0
}
else
{
$runway_switch_origin speed 1.0
$runway_switch_origin rotatezupto 0
$runway_switch_origin waitmove
$runway_switch_origin playsound switchbox
level.runway_switch_up = 1
}
end
//-----------------------------------------------
// Turn off the runway lights
//-----------------------------------------------
turn_on_runway_lights:
//Turn on the lights
$run_lights_01 show
$run_lights_01 playsound runway_lights_on
wait .2
$run_lights_02 show
$run_lights_02 playsound runway_lights_on
wait .2
$run_lights_03 show
$run_lights_03 playsound runway_lights_on
wait .2
$run_lights_04 show
$run_lights_04 playsound runway_lights_on
wait .2
$run_lights_05 show
$run_lights_05 playsound runway_lights_on
wait .2
$run_lights_06 show
$run_lights_06 playsound runway_lights_on
wait .2
$run_lights_07 show
$run_lights_07 playsound runway_lights_on
wait .2
$run_lights_08 show
$run_lights_08 playsound runway_lights_on
wait .2
$run_lights_09 show
$run_lights_09 playsound runway_lights_on
wait .2
$run_lights_10 show
$run_lights_10 playsound runway_lights_on
wait .2
$run_lights_11 show
$run_lights_11 playsound runway_lights_on
wait .2
$run_lights_12 show
$run_lights_12 playsound runway_lights_on
end
//-----------------------------------------------
// Turn off the runway lights
//-----------------------------------------------
turn_off_runway_lights:
//Turn off the lights
$run_lights_01 hide
$run_lights_01 playsound runway_lights_off
wait .2
$run_lights_02 hide
$run_lights_02 playsound runway_lights_off
wait .2
$run_lights_03 hide
$run_lights_03 playsound runway_lights_off
wait .2
$run_lights_04 hide
$run_lights_04 playsound runway_lights_off
wait .2
$run_lights_05 hide
$run_lights_05 playsound runway_lights_off
wait .2
$run_lights_06 hide
$run_lights_06 playsound runway_lights_off
wait .2
$run_lights_07 hide
$run_lights_07 playsound runway_lights_off
wait .2
$run_lights_08 hide
$run_lights_08 playsound runway_lights_off
wait .2
$run_lights_09 hide
$run_lights_09 playsound runway_lights_off
wait .2
$run_lights_10 hide
$run_lights_10 playsound runway_lights_off
wait .2
$run_lights_11 hide
$run_lights_11 playsound runway_lights_off
wait .2
$run_lights_12 hide
$run_lights_12 playsound runway_lights_off
end
//-----------------------------------------------
// Check for end match condition
//-----------------------------------------------
Check_End_Match:
local.nAxis = 0
//Allied Spawner
if( $obj_allied_spawner.ControlledBy == 0 )
{
local.nAxis++
}
//Axis Spawner
if( $obj_axis_spawner.ControlledBy == 0 )
{
local.nAxis++
}
//Hangar Doors 1
if( $obj_hangar_doors_1.ControlledBy == 0 )
{
local.nAxis++
}
//Hangar Doors 2
if( $obj_hangar_doors_2.ControlledBy == 0 )
{
local.nAxis++
}
//Runway lights
if( $obj_runway_lights.ControlledBy == 0 )
{
local.nAxis++
}
//Allies first
if( $obj_runway_lights.ControlledBy == 1 && $obj_hangar_doors_1.ControlledBy == 1 && $obj_hangar_doors_2.ControlledBy == 1 )
{
//ignore the clock
level ignoreclock 1
//if there is a bomb ticking stop it.
waitthread global/tow_dm.scr::StopBomb
//Allies win do the movie then end the map
thread AlliesWon
}
else if( local.nAxis == level.numObjectives )
{
//ignore the clock
level ignoreclock 1
//if there is a bomb ticking stop it.
waitthread global/tow_dm.scr::StopBomb
//Axis win do their movie and end the map
thread AxisWon
}
end
//-------------------------------------------------------------
// Do the Allied camera stuff
//-------------------------------------------------------------
DoAlliedCamera local.ent:
local.camera = spawn func_camera origin $cam01.origin angles $cam01.angles
local.camera fov 100
local.camera watch local.ent
local.camera cut
cuecamera local.camera
end
//-------------------------------------------------------------
// when allies win, we watch the two planes take off and do a
// fly-by passed each other....
//-------------------------------------------------------------
AlliesWon:
$player nodamage
$player hide
freezeplayer
level ignoreclock 1
forcemusic aux2 aux2
local.plane = spawn script_model model vehicles/ho-ix.tik origin $p00.origin angles $p00.angles
local.plane notsolid
local.plane thread TakeOff $p00
thread DoAlliedCamera local.plane
local.plane2 = spawn script_model model vehicles/ho-ix.tik origin $p_00.origin angles $p_00.angles
local.plane2 waitthread TakeOff $p_00
forcemusic aux3 aux3
teamwin allies
wait 5
end
//-------------------------------------------------------------
// have the plane take off
//-------------------------------------------------------------
TakeOff local.path:
self notsolid
self playsound plane // todo: more appropriate sound maybe?
thread RaiseLandingGear
self followpath local.path
self waitmove
self delete
end
//--------------------------------------------------------------
// Raise the landing gear
//--------------------------------------------------------------
RaiseLandingGear:
wait 2
self anim takeoff
end
//-------------------------------------------------------------
// Watch the allies run by while the germans shoot at them...
// much like berlin's ending....
// open hanger door?
//-------------------------------------------------------------
AxisWon:
$player nodamage
$player hide
freezeplayer
forcemusic aux4 aux4
local.camera = spawn func_camera origin $axiswincam.origin angles $axiswincam.angles
local.camera cut
cuecamera local.camera
waitthread global/ai.scr::spawnset 30 set30
waitthread global/ai.scr::spawnset 40 set40
for (local.i=1;local.i<=$set30.size;local.i++)
{
$set30[local.i] thread RunAway
}
wait 0.75
for (local.i=1;local.i<=$set40.size;local.i++)
{
$set40[local.i] thread Chase
}
wait 7
$cine_hangar_doors close $cine_hangar_doors_entity
wait 8
forcemusic aux5 aux5
teamwin axis
wait 5
end
//-------------------------------------------------------------
//RunAway dudes running away
//-------------------------------------------------------------
RunAway:
self exec global/disable_ai.scr
self nodamage
self runto self.target
end
//-------------------------------------------------------------
// Chase dudes chasing the dudes running away..
//-------------------------------------------------------------
Chase local.target:
self exec global/disable_ai.scr
self nodamage
self runto self.target
self thread FireShots $set30[1]
end
//-------------------------------------------------------------
// Fire!
//-------------------------------------------------------------
FireShots local.target:
self aimat local.target
while ( isAlive self )
{
local.rand = randomfloat 0.75
local.rand += 0.2
wait local.rand
self fire
}
end
//////////////////////////////////////////////////////////////////////
///////////////////////////ViPER STUFF////////////////////////////////
//////////////////////////////////////////////////////////////////////
viperstuff:
$hangar_doors_1_switch bind $hangar_doors_1_switch_origin
$hangar_doors_2_switch bind $hangar_doors_2_switch_origin
$runway_switch bind $runway_switch_origin
//make all the switches non solid so as not to injure the player when triggered.
$hangar_doors_1_switch notsolid
$hangar_doors_1_switch_origin notsolid
$hangar_doors_2_switch notsolid
$hangar_doors_2_switch_origin notsolid
$runway_switch notsolid
$runway_switch_origin notsolid
local.runwaytrg = spawn trigger_use
local.runwaytrg.origin = ( -259 -1335 522 )
local.runwaytrg setsize ( -20 -20 -20 ) ( 20 20 100 )
local.runwaytrg targetname runwaylighttrg
local.hanger1trg = spawn trigger_use
local.hanger1trg.origin = ( 987 3240 57 )
local.hanger1trg setsize ( -250 -20 -20 ) ( 20 20 100 )
local.hanger1trg targetname hangerdoors1
local.hanger2trg = spawn trigger_use
local.hanger2trg.origin = ( -3615 1087 57 )
local.hanger2trg setsize ( -20 -20 -20 ) ( 250 20 100 )
local.hanger2trg targetname hangerdoors2
thread togglelights
thread openhanger1drs
thread openhanger2drs
thread otherstuff
end
otherstuff:
local.static = spawn script_model
local.static model "static/switch1.tik"
local.static.origin = ( 755 3242 66 )
local.static.angles = ( 20 180 0 )
local.static = spawn script_model
local.static model "static/switch1.tik"
local.static.origin = ( -3379 1108 66 )
local.static.angles = ( 20 0 0 )
end
//////////////////////////////////////////////////////////
//////////////////////RUNWAY LIGHTS///////////////////////
//////////////////////////////////////////////////////////
togglelights:
while(1)
{
// wait for trigger event
while(1)
{
$runwaylighttrg waittill trigger
if(parm.other.dmteam == allies || parm.other.dmteam == axis)
break
}
if( level.runway_switch_up == 1 )
{
//flip the switch
thread toggle_runway_switch
waitthread turn_on_runway_lights
iprintln "Runway lights on!"
thread lights
}
else
{
//flip the switch
thread toggle_runway_switch
//waitthread turn_off_runway_lights
iprintln "Runway lights off!"
}
}
end
//////////////////////////////////////////////////////////
////////////////////////Hanger ONE////////////////////////
//////////////////////////////////////////////////////////
openhanger1drs:
while(1)
{
// wait for trigger event
while(1)
{
$hangerdoors1 waittill trigger
if(parm.other.dmteam == allies || parm.other.dmteam == axis)
break
}
if( level.hangar1_switch_up == 1 )
{
//flip the switch
thread toggle_hangar_1_doors_switch
$hangar_doors_1 open $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_open
iprintln "Hangar 1 - doors opening!"
level.hangar1_switch_up = 0
}
else
{
//flip the switch
thread toggle_hangar_1_doors_switch
$hangar_doors_1 close $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_close
iprintln "Hangar 1 - doors closing!"
level.hangar1_switch_up = 1
}
}
end
//////////////////////////////////////////////////////////
////////////////////////Hanger TWO////////////////////////
//////////////////////////////////////////////////////////
openhanger2drs:
while(1)
{
// wait for trigger event
while(1)
{
$hangerdoors2 waittill trigger
if(parm.other.dmteam == allies || parm.other.dmteam == axis)
break
}
if( level.hangar2_switch_up == 1 )
{
//flip the switch
thread toggle_hangar_2_doors_switch
$hangar_doors_2 open $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_open
iprintln "Hangar 2 - doors opening!"
}
else
{
//flip the switch
thread toggle_hangar_2_doors_switch
$hangar_doors_2 close $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_close
iprintln "Hangar 2 - doors closing!"
}
}
end
lights:
while(1)
{
//Turn off the lights
wait 2
$run_lights_01 hide
wait .1
$run_lights_02 hide
wait .1
$run_lights_03 hide
wait .1
$run_lights_04 hide
wait .1
$run_lights_05 hide
wait .1
$run_lights_06 hide
wait .1
$run_lights_07 hide
wait .1
$run_lights_08 hide
wait .1
$run_lights_09 hide
wait .1
$run_lights_10 hide
wait .1
$run_lights_11 hide
wait .1
$run_lights_12 hide
wait .1
if( level.runway_switch_up == 1 )
break
//Turn on the lights
$run_lights_01 show
wait .1
$run_lights_02 show
wait .1
$run_lights_03 show
wait .1
$run_lights_04 show
wait .1
$run_lights_05 show
wait .1
$run_lights_06 show
wait .1
$run_lights_07 show
wait .1
$run_lights_08 show
wait .1
$run_lights_09 show
wait .1
$run_lights_10 show
wait .1
$run_lights_11 show
wait .1
$run_lights_12 show
}
end 