I have this code
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$truck playsound sound/vehicle/veh_truck_on.wavModerator: Moderators
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$truck playsound sound/vehicle/veh_truck_on.wav
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truck_enter:
$fluchtlkw_trigger waittill trigger
level.intruck = 1
iprintln "10"
wait 2
iprintln "8"
wait 2
iprintln "6"
wait 2
iprintln "4"
wait 2
iprintln "2"
wait 2
iprintln "0"
$truckhatch speed 10
$truckhatch moveDown 76
$truckhatch waitmove
$faketruck_collision notsolid
wait 1
$faketruck_model playsound "opeltruck_snd_start"
thread intro_truck_jitter
wait 1
$faketruck_model followpath $faketruck_entrypath
$faketruck_model waitmove
$faketruck_model loopsound "opeltruck_snd_run"
$faketruck_collision solid
level.intruck = 0
wait .5
$faketruck_model stoploopsound
wait 3
$faketruck_model playsound m4l3_truck1
$faketruck_model followpath $truck_wayback
$faketruck_model waitmove
$faketruck_model loopsound m4l2_truckidle
wait .5
$faketruck_model stoploopsound
$truckhatch moveUp 76
$truckhatch waitmove
goto truck_enter
end 
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local.master = spawn ScriptMaster
local.master aliascache opeltruck_snd_idle sound/vehicle/veh_truck_idle.wav soundparms 0.7 0.0 1.0 0.0 300 7000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_run sound/vehicle/veh_truck_move.wav soundparms 1.2 0.0 1.0 0.0 600 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_revup sound/vehicle/veh_truck_revup.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_revdown sound/vehicle/veh_truck_revdown.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_shift1 sound/vehicle/veh_truck_shiftin.wav soundparms 1.0 0.0 1.0 0.0 200 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_shift2 sound/vehicle/veh_truck_shiftout.wav soundparms 1.0 0.0 1.0 0.0 200 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_on sound/vehicle/veh_truck_on.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_start sound/vehicle/veh_truck_on.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_off sound/vehicle/veh_truck_off.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_stop sound/vehicle/veh_truck_off.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
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// Dorf 2
// ARCHITECTURE: Wacko, <->WHC<->_Foxtrot
// SCRIPTING: <->WHC<->_Foxtrot, Wacko
// SCRIPTING HELP: tltrude,
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Dorf 2"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm6"
exec global/ai.scr
local.master = spawn ScriptMaster
local.master aliascache opeltruck_snd_idle sound/vehicle/veh_truck_idle.wav soundparms 0.7 0.0 1.0 0.0 300 7000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_run sound/vehicle/veh_truck_move.wav soundparms 1.2 0.0 1.0 0.0 600 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_revup sound/vehicle/veh_truck_revup.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_revdown sound/vehicle/veh_truck_revdown.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_shift1 sound/vehicle/veh_truck_shiftin.wav soundparms 1.0 0.0 1.0 0.0 200 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_shift2 sound/vehicle/veh_truck_shiftout.wav soundparms 1.0 0.0 1.0 0.0 200 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_on sound/vehicle/veh_truck_on.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_start sound/vehicle/veh_truck_on.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_off sound/vehicle/veh_truck_off.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_stop sound/vehicle/veh_truck_off.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache mec_snd_gate sound/mechanics/mec_elevatorgate_03.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
level waittill prespawn
level.script = maps/dm/truckride.scr
exec global/forceanim.scr
thread truck_prep
level waittill spawn
thread truck_enter
end
//***************************************************************
truck_prep:
$faketruck_collision solid
$faketruck_model anim idlelights
$faketruck_collision bind $faketruck_model // Bind the getawaytruck bed collision to the fake truck
$faketruck_playerspot_1 bind $faketruck_model
$faketruck_playerspot_2 bind $faketruck_model
$faketruck_playerspot_3 bind $faketruck_model
$faketruck_playerspot_4 bind $faketruck_model
$faketruck_playerspot_5 bind $faketruck_model
$faketruck_playerspot_6 bind $faketruck_model
$faketruck_playerspot_7 bind $faketruck_model
$faketruck_playerspot_8 bind $faketruck_model
$fluchtlkw_fahrer exec global/disable_ai.scr // Disable getaway driver AI
$fluchtlkw_fahrer notsolid // Make getaway driver nonsolid
$fluchtlkw_fahrer rendereffects "-shadow" // No shadow
$fluchtlkw_fahrer anim_scripted opel_driver // Play driver animation
$fluchtlkw_fahrer bind $faketruck_model
$fluchtlkw_fahrer show
level.truckspot = 8
end
//***************************************************************
truck_enter:
$fluchtlkw_trigger waittill trigger
level.intruck = 1
iprintln "10"
wait 2
iprintln "8"
wait 2
iprintln "6"
wait 2
iprintln "4"
wait 2
iprintln "2"
wait 2
iprintln "0"
$truckhatch playsound mec_snd_gate
$truckhatch speed 10
$truckhatch moveDown 76
$truckhatch waitmove
$faketruck_collision notsolid
wait 1
thread intro_truck_jitter
$faketruck_model playsound opeltruck_snd_start
wait 1
$faketruck_model followpath $faketruck_entrypath
$faketruck_model waitmove
$faketruck_model loopsound opeltruck_snd_run
$faketruck_collision solid
level.intruck = 0
wait .5
$faketruck_model stoploopsound
wait 3
$faketruck_model playsound opeltruck_snd_revup
$faketruck_model followpath $truck_wayback
$faketruck_model waitmove
$faketruck_model loopsound opeltruck_snd_idle
wait .5
$faketruck_model stoploopsound
$truckhatch moveUp 76
$truckhatch waitmove
goto truck_enter
end
//************************************************************
truck_glue:
local.player = parm.other
local.player glue $("faketruck_playerspot_" + level.truckspot)
wait .5
level.truckspot--
local.player forcelegsstate CROUCH_IDLE
local.player physics_off
while(level.intruck == 1)
waitframe
local.player physics_on
local.player unglue
level.truckspot++
end
//*************************************************************
// shaking the players view while riding the truck
intro_truck_jitter:
while (level.intruck == 1)
{
if (level.intruck == 1)
{
waitexec global/earthquake.scr .3 .1 0 0
}
if (level.intruck == 1)
{
waitexec global/earthquake.scr 3 .05 0 0
}
if (level.intruck == 1)
{
waitexec global/earthquake.scr .5 .15 0 0
}
if (level.intruck == 1)
{
waitexec global/earthquake.scr 1.5 .05 0 0
}
if (level.intruck == 1)
{
waitexec global/earthquake.scr .2 .2 0 0
}
if (level.intruck == 1)
{
waitexec global/earthquake.scr 3 .05 0 0
}
}
end