strategic team mods
Posted: Thu Jul 07, 2005 8:44 pm
I got the idea for these from when we would camp in the winery in southern france and fight over it - when theres just a few of us. When i saw the obj_team2 rocket launch tdm mod by Ivan the Terrible and JV_map I realized i could adapt the script for this. I also changed the scoreboard so it will post the winning team status.
Everybody liked them so much they asked me to do more. I call them strategic team mods. Here are the scripts for -
mohdm1
mohdm4
mohdm7
mp_stadt_dm
Everybody liked them so much they asked me to do more. I call them strategic team mods. Here are the scripts for -
mohdm1
Code: Select all
//thanks to IVAN the terrible and JV_map for the script from v2 rocket launch mod
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Hold the winery"
setcvar "g_obj_alliedtext2" "By <TWL>ViPER"
setcvar "g_obj_alliedtext3" "Allies: 0"
setcvar "g_obj_axistext1" "Axis: 0"
setcvar "g_obj_axistext2" "winning team"
setcvar "g_obj_axistext3" "no score"
setcvar "g_scoreboardpic" "mohdm1"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
local.master = spawn ScriptMaster
local.master aliascache point_scored sound/items/RadioBomb.wav soundparms 2.0 0.0 1.0 0.0 10000 10000 item loaded maps "dm obj"
local.master aliascache final_countdown sound/items/final_countdown.wav soundparms 1.3 0.0 1.0 0.0 10000 10000 local loaded maps "dm moh obj "
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/mohdm1.scr
exec global/ambient.scr mohdm1
thread global/door_locked.scr::lock
//Add speaker
spawn script_models "model" "fx/dummy.tik" "targetname" "speaker"
$speaker.origin = ( 0 0 0)
$speaker notsolid
level waittill spawn
thread dinnerroom
thread scores
thread messages
end
//-----------------------------------------------------------------------------
dinnerroom:
// defines
group.TEAM[allies] = 0
group.TEAM[axis] = 1
group.TIME_FOR_POINT = 15.0
group.time_in_room[group.TEAM[allies]] = 0.0
group.time_in_room[group.TEAM[axis]] = 0.0
group.POINTS[allies] = 0
group.POINTS[axis] = 0
// make trigger
local.t = spawn TriggerAll
// find out the correct size ;)
local.t.origin = ( 950 30 270 )
local.t setsize ( 1 -1 -1 ) ( 550 385 250 )
local.t wait 0.1 //0.05 // trigger every frame
local.t.lasttriggertime = 0.0
local.t setthread dinnerroom_trigger // launch this thread upon triggering
while(1)
{
// check if someone currently is in the trigger
// small time tolerance because trigger events sometimes get lost :/
if(level.time - local.t.lasttriggertime <= 0.2) //0.20
{
// add to this teams counter
local.team = group.TEAM[local.t.lasttriggerteam]
local.otherteam = !local.team
group.time_in_room[local.team]+= 0.05
// reset other team's counter
group.time_in_room[local.otherteam] = 0.0
if(group.time_in_room[local.team] >= group.TIME_FOR_POINT)
{
// add a point
group.POINTS[local.t.lasttriggerteam]++
//iprintln "Allies destroyed: " group.POINTS[allies] " " "Axis launched: " group.POINTS[axis]
if(local.team == 0)
{
thread alliedpoint
}
else
{
thread axispoint
}
group.time_in_room[local.team] = 0.0
}
}
else
{
// reset counters for both teams
group.time_in_room[group.TEAM[allies]] = 0.0
group.time_in_room[group.TEAM[axis]] = 0.0
}
waitframe
}
end
dinnerroom_trigger:
// self is the trigger
self.lasttriggerteam = parm.other.dmteam
self.lasttriggertime = level.time
end
//-----------------------------------------------------------------------------
alliedpoint:
iprintlnbold "Allies occupy the winery and"
iprintlnbold " downed a jug of Vino"
setcvar "g_obj_alliedtext3" ("Allies: " + group.POINTS[allies])
huddraw_string 202 ("Allied: " + group.POINTS[allies])
$speaker playsound point_scored "levelwide"
wait 1
$speaker playsound dfr_victory_v01 "levelwide"
thread checkwinner
end
//-----------------------------------------------------------------------------
axispoint:
iprintlnbold "Axis occupy the winery and"
iprintlnbold " downed a jug of Vino"
setcvar "g_obj_axistext1" ("Axis: " + group.POINTS[axis])
huddraw_string 204 ("Axis: " + group.POINTS[axis])
$speaker playsound point_scored "levelwide"
wait 1
$speaker playsound den_victory_v01 "levelwide"
thread checkwinner
end
//-----------------------------------------------------------------------------
checkwinner:
if(group.POINTS[allies] > group.POINTS[axis])
{
setcvar "g_obj_axistext3" ("is ALLIES")
}
else if(group.POINTS[axis] > group.POINTS[allies])
{
setcvar "g_obj_axistext3" ("is AXIS")
}
else
{
setcvar "g_obj_axistext3" ("it's a TIE")
}
end
//-----------------------------------------------------------------------------
scores:
while(1){
huddraw_virtualsize 200 1
huddraw_align 200 right top
huddraw_font 200 "verdana-12"
huddraw_rect 200 -100 50 200 14
huddraw_color 200 0 1 0
huddraw_alpha 200 1.0
huddraw_string 200 "Vino Drink Mod"
huddraw_virtualsize 201 1
huddraw_align 201 right top
huddraw_font 201 "verdana-12"
huddraw_rect 201 -75 60 200 14
huddraw_color 201 0 1 0
huddraw_alpha 201 1.0
huddraw_string 201 "By ViPER"
huddraw_virtualsize 202 1
huddraw_align 202 right top
huddraw_font 202 "verdana-12"
huddraw_rect 202 -80 80 100 14
huddraw_color 202 0 1 1
huddraw_alpha 202 1.0
huddraw_string 202 ("Wine Jugs: " + group.POINTS[allies])
huddraw_virtualsize 203 1
huddraw_shader 203 ("textures/hud/allies")
huddraw_align 203 right top
huddraw_rect 203 -100 80 14 14
huddraw_alpha 203 1.0
huddraw_virtualsize 204 1
huddraw_align 204 right top
huddraw_font 204 "verdana-12"
huddraw_rect 204 -80 95 100 14
huddraw_color 204 1 0 0
huddraw_alpha 204 1.0
huddraw_string 204 ("Wine Jugs: " + group.POINTS[axis])
huddraw_virtualsize 205 1
huddraw_shader 205 ("textures/hud/axis")
huddraw_align 205 right top
huddraw_rect 205 -100 95 14 14
huddraw_alpha 205 1.0
wait 5
}
end
//-----------------------------------------------------------------------------
messages:
wait 20
iprintln "CAPTURE AND HOLD THE north/east WINERY!!"
wait 80
iprintln "CAPTURE AND HOLD THE north/east WINERY!!"
wait 140
iprintln "CAPTURE AND HOLD THE north/east WINERY!!"
wait 120
goto messages
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
endCode: Select all
//thanks to IVAN the terrible and JV_map for the script from v2 rocket launch mod
// THE BRIDGE
// ARCHITECTURE: POWZER
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Hold the Hotel"
setcvar "g_obj_alliedtext2" "By <TWL>ViPER"
setcvar "g_obj_alliedtext3" "Allies: 0"
setcvar "g_obj_axistext1" "Axis: 0"
setcvar "g_obj_axistext2" "winning team"
setcvar "g_obj_axistext3" "no score"
setcvar "g_scoreboardpic" "mohdm4"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/mohdm4.scr
exec global/ambient.scr mohdm4
thread global/minefield.scr::minefield_setup
thread boxes
//Add speaker
spawn script_models "model" "fx/dummy.tik" "targetname" "speaker"
$speaker.origin = ( 0 0 0)
$speaker notsolid
level waittill spawn
$world farclipoverride -1
thread dinnerroom
thread scores
thread messages
end
//-----------------------------------------------------------------------------
dinnerroom:
// defines
group.TEAM[allies] = 0
group.TEAM[axis] = 1
group.TIME_FOR_POINT = 15.0
group.time_in_room[group.TEAM[allies]] = 0.0
group.time_in_room[group.TEAM[axis]] = 0.0
group.POINTS[allies] = 0
group.POINTS[axis] = 0
// make trigger
local.t = spawn TriggerAll
// find out the correct size ;)
local.t.origin = ( -338 904 780 )
local.t setsize ( -800 -1 -1 ) ( 1 600 250 )
local.t wait 0.1 //0.05 // trigger every frame
local.t.lasttriggertime = 0.0
local.t setthread dinnerroom_trigger // launch this thread upon triggering
while(1)
{
// check if someone currently is in the trigger
// small time tolerance because trigger events sometimes get lost :/
if(level.time - local.t.lasttriggertime <= 0.2) //0.20
{
// add to this teams counter
local.team = group.TEAM[local.t.lasttriggerteam]
local.otherteam = !local.team
group.time_in_room[local.team]+= 0.05
// reset other team's counter
group.time_in_room[local.otherteam] = 0.0
if(group.time_in_room[local.team] >= group.TIME_FOR_POINT)
{
// add a point
group.POINTS[local.t.lasttriggerteam]++
//iprintln "Allies destroyed: " group.POINTS[allies] " " "Axis launched: " group.POINTS[axis]
if(local.team == 0)
{
thread alliedpoint
}
else
{
thread axispoint
}
group.time_in_room[local.team] = 0.0
}
}
else
{
// reset counters for both teams
group.time_in_room[group.TEAM[allies]] = 0.0
group.time_in_room[group.TEAM[axis]] = 0.0
}
waitframe
}
end
dinnerroom_trigger:
// self is the trigger
self.lasttriggerteam = parm.other.dmteam
self.lasttriggertime = level.time
end
//-----------------------------------------------------------------------------
alliedpoint:
iprintlnbold "Allies Occupy the Hotel top floor"
setcvar "g_obj_alliedtext3" ("Allies: " + group.POINTS[allies])
huddraw_string 202 ("ALLIED: " + group.POINTS[allies])
$speaker playsound point_scored "levelwide"
wait 1
$speaker playsound dfr_victory_v01 "levelwide"
thread checkwinner
end
//-----------------------------------------------------------------------------
axispoint:
iprintlnbold "Axis Occupy the Hotel top floor"
setcvar "g_obj_axistext1" ("Axis: " + group.POINTS[axis])
huddraw_string 204 ("AXIS: " + group.POINTS[axis])
$speaker playsound point_scored "levelwide"
wait 1
$speaker playsound den_victory_v01 "levelwide"
thread checkwinner
end
//-----------------------------------------------------------------------------
checkwinner:
if(group.POINTS[allies] > group.POINTS[axis])
{
setcvar "g_obj_axistext3" ("is ALLIES")
}
else if(group.POINTS[axis] > group.POINTS[allies])
{
setcvar "g_obj_axistext3" ("is AXIS")
}
else
{
setcvar "g_obj_axistext3" ("it's a TIE")
}
end
//-----------------------------------------------------------------------------
scores:
while(1){
huddraw_virtualsize 200 1
huddraw_align 200 right top
huddraw_font 200 "verdana-12"
huddraw_rect 200 -100 50 200 14
huddraw_color 200 0 1 0
huddraw_alpha 200 1.0
huddraw_string 200 "Hold the Hotel"
huddraw_virtualsize 201 1
huddraw_align 201 right top
huddraw_font 201 "verdana-12"
huddraw_rect 201 -75 60 200 14
huddraw_color 201 0 1 0
huddraw_alpha 201 1.0
huddraw_string 201 "By ViPER"
huddraw_virtualsize 202 1
huddraw_align 202 right top
huddraw_font 202 "verdana-12"
huddraw_rect 202 -80 80 100 14
huddraw_color 202 0 1 1
huddraw_alpha 202 1.0
huddraw_string 202 ("points: " + group.POINTS[allies])
huddraw_virtualsize 203 1
huddraw_shader 203 ("textures/hud/allies")
huddraw_align 203 right top
huddraw_rect 203 -100 80 14 14
huddraw_alpha 203 1.0
huddraw_virtualsize 204 1
huddraw_align 204 right top
huddraw_font 204 "verdana-12"
huddraw_rect 204 -80 95 100 14
huddraw_color 204 1 0 0
huddraw_alpha 204 1.0
huddraw_string 204 ("points: " + group.POINTS[axis])
huddraw_virtualsize 205 1
huddraw_shader 205 ("textures/hud/axis")
huddraw_align 205 right top
huddraw_rect 205 -100 95 14 14
huddraw_alpha 205 1.0
wait 5
}
end
//-----------------------------------------------------------------------------
messages:
wait 20
iprintln "CAPTURE AND HOLD THE HOTEL TOP FLOOR!!"
wait 80
iprintln "CAPTURE AND HOLD THE HOTEL TOP FLOOR!!"
wait 140
iprintln "CAPTURE AND HOLD THE HOTEL TOP FLOOR!!"
wait 120
goto messages
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
endCode: Select all
//thanks to IVAN the terrible and JV_map for the script from v2 rocket launch mod
// NORTH AFRIKA
// ARCHITECTURE: NED, POWZER
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Hold N/W House"
setcvar "g_obj_alliedtext2" "By <TWL>ViPER"
setcvar "g_obj_alliedtext3" "Allies: 0"
setcvar "g_obj_axistext1" "Axis: 0"
setcvar "g_obj_axistext2" "winning team"
setcvar "g_obj_axistext3" "no score"
setcvar "g_scoreboardpic" "mohdm7"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/mohdm7.scr
exec global/ambient.scr mohdm7
//Add speaker
spawn script_models "model" "fx/dummy.tik" "targetname" "speaker"
$speaker.origin = ( 0 0 0)
$speaker notsolid
level waittill spawn
$world farclipoverride -1
thread dinnerroom
thread scores
thread messages
end
//-----------------------------------------------------------------------------
dinnerroom:
// defines
group.TEAM[allies] = 0
group.TEAM[axis] = 1
group.TIME_FOR_POINT = 15.0
group.time_in_room[group.TEAM[allies]] = 0.0
group.time_in_room[group.TEAM[axis]] = 0.0
group.POINTS[allies] = 0
group.POINTS[axis] = 0
// make trigger
local.t = spawn TriggerAll
// find out the correct size ;)
local.t.origin = ( 600 1840 150 )
local.t setsize ( -1350 -550 -1 ) ( 120 120 100 )
local.t wait 0.1 //0.05 // trigger every frame
local.t.lasttriggertime = 0.0
local.t setthread dinnerroom_trigger // launch this thread upon triggering
while(1)
{
// check if someone currently is in the trigger
// small time tolerance because trigger events sometimes get lost :/
if(level.time - local.t.lasttriggertime <= 0.2) //0.20
{
// add to this teams counter
local.team = group.TEAM[local.t.lasttriggerteam]
local.otherteam = !local.team
group.time_in_room[local.team]+= 0.05
// reset other team's counter
group.time_in_room[local.otherteam] = 0.0
if(group.time_in_room[local.team] >= group.TIME_FOR_POINT)
{
// add a point
group.POINTS[local.t.lasttriggerteam]++
//iprintln "Allies destroyed: " group.POINTS[allies] " " "Axis launched: " group.POINTS[axis]
if(local.team == 0)
{
thread alliedpoint
}
else
{
thread axispoint
}
group.time_in_room[local.team] = 0.0
}
}
else
{
// reset counters for both teams
group.time_in_room[group.TEAM[allies]] = 0.0
group.time_in_room[group.TEAM[axis]] = 0.0
}
waitframe
}
end
dinnerroom_trigger:
// self is the trigger
self.lasttriggerteam = parm.other.dmteam
self.lasttriggertime = level.time
end
//-----------------------------------------------------------------------------
alliedpoint:
iprintlnbold "Allies Occupy the north/west HOUSE top floor"
setcvar "g_obj_alliedtext3" ("Allies: " + group.POINTS[allies])
huddraw_string 202 ("ALLIED: " + group.POINTS[allies])
$speaker playsound point_scored "levelwide"
wait 1
$speaker playsound dfr_victory_v01 "levelwide"
thread checkwinner
end
//-----------------------------------------------------------------------------
axispoint:
iprintlnbold "Axis Occupy the north/west HOUSE top floor"
setcvar "g_obj_axistext1" ("Axis: " + group.POINTS[axis])
huddraw_string 204 ("AXIS: " + group.POINTS[axis])
$speaker playsound point_scored "levelwide"
wait 1
$speaker playsound den_victory_v01 "levelwide"
thread checkwinner
end
//-----------------------------------------------------------------------------
checkwinner:
if(group.POINTS[allies] > group.POINTS[axis])
{
setcvar "g_obj_axistext3" ("is ALLIES")
}
else if(group.POINTS[axis] > group.POINTS[allies])
{
setcvar "g_obj_axistext3" ("is AXIS")
}
else
{
setcvar "g_obj_axistext3" ("it's a TIE")
}
end
//-----------------------------------------------------------------------------
scores:
while(1){
huddraw_virtualsize 200 1
huddraw_align 200 right top
huddraw_font 200 "verdana-12"
huddraw_rect 200 -100 50 200 14
huddraw_color 200 0 1 0
huddraw_alpha 200 1.0
huddraw_string 200 "Hold n/w HOUSE"
huddraw_virtualsize 201 1
huddraw_align 201 right top
huddraw_font 201 "verdana-12"
huddraw_rect 201 -75 60 200 14
huddraw_color 201 0 1 0
huddraw_alpha 201 1.0
huddraw_string 201 "By ViPER"
huddraw_virtualsize 202 1
huddraw_align 202 right top
huddraw_font 202 "verdana-12"
huddraw_rect 202 -80 80 100 14
huddraw_color 202 0 1 1
huddraw_alpha 202 1.0
huddraw_string 202 ("points: " + group.POINTS[allies])
huddraw_virtualsize 203 1
huddraw_shader 203 ("textures/hud/allies")
huddraw_align 203 right top
huddraw_rect 203 -100 80 14 14
huddraw_alpha 203 1.0
huddraw_virtualsize 204 1
huddraw_align 204 right top
huddraw_font 204 "verdana-12"
huddraw_rect 204 -80 95 100 14
huddraw_color 204 1 0 0
huddraw_alpha 204 1.0
huddraw_string 204 ("points: " + group.POINTS[axis])
huddraw_virtualsize 205 1
huddraw_shader 205 ("textures/hud/axis")
huddraw_align 205 right top
huddraw_rect 205 -100 95 14 14
huddraw_alpha 205 1.0
wait 5
}
end
//-----------------------------------------------------------------------------
messages:
wait 20
iprintln "CAPTURE AND HOLD THE north/west HOUSE TOP FLOOR!!"
wait 80
iprintln "CAPTURE AND HOLD THE north/west HOUSE TOP FLOOR!!"
wait 140
iprintln "CAPTURE AND HOLD THE north/west HOUSE TOP FLOOR!!"
wait 120
goto messages
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
Code: Select all
//thanks to IVAN the terrible and JV_map for the script from v2 rocket launch mod
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Hold North House"
setcvar "g_obj_alliedtext2" "By <TWL>ViPER"
setcvar "g_obj_alliedtext3" "Allies: 0"
setcvar "g_obj_axistext1" "Axis: 0"
setcvar "g_obj_axistext2" "winning team"
setcvar "g_obj_axistext3" "no score"
setcvar "g_scoreboardpic" "mp_Stadt_dm"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waitTill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/MP_Stadt_DM.scr
level.music = mp_stadt_dm
exec global/ambient.scr
exec global/door_locked.scr::lock
$world farplane 5250
$world farplane_bias -100
$world farplane_color (.333 .333 .329)
//Add speaker
spawn script_models "model" "fx/dummy.tik" "targetname" "speaker"
$speaker.origin = ( 0 0 0)
$speaker notsolid
level waittill spawn
waitframe
$world farplaneclipcolor "0.52 0.64 0.80"
thread dinnerroom
thread scores
thread messages
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
// level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
//-----------------------------------------------------------------------------
dinnerroom:
// defines
group.TEAM[allies] = 0
group.TEAM[axis] = 1
group.TIME_FOR_POINT = 15.0
group.time_in_room[group.TEAM[allies]] = 0.0
group.time_in_room[group.TEAM[axis]] = 0.0
group.POINTS[allies] = 0
group.POINTS[axis] = 0
// make trigger
local.t = spawn TriggerAll
// find out the correct size ;)
local.t.origin = ( -50 1570 350 )
local.t setsize ( -300 -400 -1 ) ( 300 400 250 )
local.t wait 0.1 //0.05 // trigger every frame
local.t.lasttriggertime = 0.0
local.t setthread dinnerroom_trigger // launch this thread upon triggering
while(1)
{
// check if someone currently is in the trigger
// small time tolerance because trigger events sometimes get lost :/
if(level.time - local.t.lasttriggertime <= 0.2) //0.20
{
// add to this teams counter
local.team = group.TEAM[local.t.lasttriggerteam]
local.otherteam = !local.team
group.time_in_room[local.team]+= 0.05
// reset other team's counter
group.time_in_room[local.otherteam] = 0.0
if(group.time_in_room[local.team] >= group.TIME_FOR_POINT)
{
// add a point
group.POINTS[local.t.lasttriggerteam]++
//iprintln "Allies destroyed: " group.POINTS[allies] " " "Axis launched: " group.POINTS[axis]
if(local.team == 0)
{
thread alliedpoint
}
else
{
thread axispoint
}
group.time_in_room[local.team] = 0.0
}
}
else
{
// reset counters for both teams
group.time_in_room[group.TEAM[allies]] = 0.0
group.time_in_room[group.TEAM[axis]] = 0.0
}
waitframe
}
end
dinnerroom_trigger:
// self is the trigger
self.lasttriggerteam = parm.other.dmteam
self.lasttriggertime = level.time
end
//-----------------------------------------------------------------------------
alliedpoint:
iprintlnbold "Allies Occupy the North House top floor"
setcvar "g_obj_alliedtext3" ("Allies: " + group.POINTS[allies])
huddraw_string 202 ("ALLIED: " + group.POINTS[allies])
$speaker playsound point_scored "levelwide"
wait 1
$speaker playsound dfr_victory_v01 "levelwide"
thread checkwinner
end
//-----------------------------------------------------------------------------
axispoint:
iprintlnbold "Axis Occupy the North House top floor"
setcvar "g_obj_axistext1" ("Axis: " + group.POINTS[axis])
huddraw_string 204 ("AXIS: " + group.POINTS[axis])
$speaker playsound point_scored "levelwide"
wait 1
$speaker playsound den_victory_v01 "levelwide"
thread checkwinner
end
//-----------------------------------------------------------------------------
checkwinner:
if(group.POINTS[allies] > group.POINTS[axis])
{
setcvar "g_obj_axistext3" ("is ALLIES")
}
else if(group.POINTS[axis] > group.POINTS[allies])
{
setcvar "g_obj_axistext3" ("is AXIS")
}
else
{
setcvar "g_obj_axistext3" ("it's a TIE")
}
end
//-----------------------------------------------------------------------------
scores:
while(1){
huddraw_virtualsize 200 1
huddraw_align 200 right top
huddraw_font 200 "verdana-12"
huddraw_rect 200 -100 50 200 14
huddraw_color 200 0 1 0
huddraw_alpha 200 1.0
huddraw_string 200 "Hold North House"
huddraw_virtualsize 201 1
huddraw_align 201 right top
huddraw_font 201 "verdana-12"
huddraw_rect 201 -75 60 200 14
huddraw_color 201 0 1 0
huddraw_alpha 201 1.0
huddraw_string 201 "By ViPER"
huddraw_virtualsize 202 1
huddraw_align 202 right top
huddraw_font 202 "verdana-12"
huddraw_rect 202 -80 80 100 14
huddraw_color 202 0 1 1
huddraw_alpha 202 1.0
huddraw_string 202 ("points: " + group.POINTS[allies])
huddraw_virtualsize 203 1
huddraw_shader 203 ("textures/hud/allies")
huddraw_align 203 right top
huddraw_rect 203 -100 80 14 14
huddraw_alpha 203 1.0
huddraw_virtualsize 204 1
huddraw_align 204 right top
huddraw_font 204 "verdana-12"
huddraw_rect 204 -80 95 100 14
huddraw_color 204 1 0 0
huddraw_alpha 204 1.0
huddraw_string 204 ("points: " + group.POINTS[axis])
huddraw_virtualsize 205 1
huddraw_shader 205 ("textures/hud/axis")
huddraw_align 205 right top
huddraw_rect 205 -100 95 14 14
huddraw_alpha 205 1.0
wait 5
}
end
//-----------------------------------------------------------------------------
messages:
wait 20
iprintln "CAPTURE AND HOLD THE NORTH HOUSE TOP FLOOR!!"
wait 80
iprintln "CAPTURE AND HOLD THE NORTH HOUSE TOP FLOOR!!"
wait 140
iprintln "CAPTURE AND HOLD THE NORTH HOUSE TOP FLOOR!!"
wait 120
goto messages
end