Change cvar?

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Aquamarin
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Posts: 37
Joined: Sun Jan 16, 2005 1:06 pm
Location: Austria / Vienna
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Change cvar?

Post by Aquamarin »

I got a problem...

My map is allredy to use - 3 levels in one bsp.
Each level has his own cvar to show the different objektives in any level.
It works good on my computer, but NOT on a server...
Each Player how connect on the server see?s only the Playertext in the level he checkt in. I tested different ways ( make a globalscript, and so on ), but nothing will work...

Is there any command that the server ( or player ) read after any levelchange the cvar fresh in (like a update)?

The script:

Code: Select all

// aa

main:
 
 
//set scoreboard messages
 
/* 
setcvar "g_obj_alliedtext1" "Zerstoert die UF's"
 
setcvar "g_obj_alliedtext2" "in der Kirche"
 
setcvar "g_obj_alliedtext3" "und dem Glockenturm" 
 
setcvar "g_obj_axistext1" "Verteidigt die UF's"
 
setcvar "g_obj_axistext2" "in der Kirche"
 
setcvar "g_obj_axistext3" "und dem Glockenturm"
 
setcvar "g_scoreboardpic" "obj_schloss_sbp"
*/ 

exec global/level1.scr::init_cvar1
 
 
local.master = spawn ScriptMaster
 
local.master aliascache bell1 sound/schlosston/glocke1.wav soundparms 5.0 0.2 1.0 0.0 160 1600 item loaded maps "dm obj aa_dm aa_obj "
 
local.master aliascache bell2 sound/schlosston/glocke2.wav soundparms 5.0 0.2 1.0 0.0 160 1600 item loaded maps "dm obj aa_dm aa_obj "
 
local.master aliascache bell3 sound/schlosston/glocke3.wav soundparms 5.0 0.2 1.0 0.0 160 1600 item loaded maps "dm obj aa_dm aa_obj "
 
local.master aliascache bell4 sound/schlosston/glocke4.wav soundparms 5.0 0.2 1.0 0.0 160 1600 item loaded maps "dm obj aa_dm aa_obj "
 
local.master aliascache door_vault_roll_open sound/schlosston/m6l3a_SlidingDoors_Open.wav soundparms 1.0 0.2 1.0 0.0 160 1600 item loaded maps "dm obj aa_dm aa_obj "
 
local.master aliascache door_vault_roll_close sound/schlosston/m6l3a_SlidingDoors_Close.wav soundparms 1.0 0.2 1.0 0.0 160 1600 item loaded maps "dm obj aa_dm aa_obj "
 
local.master aliascache undstop sound/schlosston/tank_snd_move_stop1.wav soundparms 1.0 0.2 1.0 0.0 160 1600 item loaded maps "dm obj aa_dm aa_obj "
 
local.master aliascache abgehtdiepost sound/schlosston/SubPen_Sub_Start.wav soundparms 1.0 0.2 1.0 0.0 160 1600 item loaded maps "dm obj aa_dm aa_obj "
 
local.master aliascache rocket_explode_snd sound/v4/v2_explode.wav soundparms 5.0 0.2 1.0 0.0 160 8000 item loaded maps "dm obj aa_dm aa_obj " 
 
local.master aliascache steam_snd sound/mechanics/Mec_SteamLoop_01.wav soundparms 5.0 0.3 1.0 0.0 160 8000 item loaded maps "dm obj aa_dm aa_obj "

local.master aliascache ring_exp sound/weapons/explo/Exp_Interior_01.wav soundparms 3 0.2 0.8 0.4 3000 8000 weapon loaded maps "m obj dm r aa_dm aa_obj"

local.master aliascache flush_gate sound/amb/kawoosh.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj aa_dm aa_obj"

local.master aliascache exit_gate sound/amb/exit.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj aa_dm aa_obj"

local.master aliascache ringer_up sound/amb/ringer.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj aa_dm aa_obj"

local.master aliascache stay_open sound/amb/open.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj aa_dm aa_obj"

local.master aliascache ring_spin sound/amb/ringspin.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj aa_dm aa_obj"

local.master aliascache door_metal_locked_freakshow sound/schlosston/DoorMetalLocked_03.wav soundparms 5.0 0.2 1.0 0.0 160 1600 item loaded maps "dm obj aa_dm aa_obj " 

local.master = spawn ScriptMaster
for (local.i=1;local.i<=135;local.i++)
{
local.master aliascache ("ring_snd_"+local.i) sound/mechanics/M1_LightTurn.wav soundparms(1 + local.i/5.00) 0.0 (0.10+local.i/1000.00) 0.0 750 2048 auto loaded maps "obj dm aa_dm aa_obj"
}
//local.master aliascache ring_exp sound/weapons/explo/Exp_Interior_01.wav soundparms 3 0.2 0.8 0.4 3000 8000 weapon loaded maps "m obj dm r"

  
 
 
////////////////////////////////// 
level waitTill prespawn
//////////////////////////////////
 
 
//*** Precache Dm Stuff
 
exec global/DMprecache.scr
 
level.script = "maps/obj/aa_obj_uf_schloss.scr"
 
exec global/ambient.scr schlossambiente
 
thread global/exploder.scr::main
 
//exec global/weather.scr 
 
level.camera_speed = .4
 
level.rocket_gone = 0

exec global/door_locked.scr::lock


////////////////////////////////// 
level waittill spawn
//////////////////////////////////

thread ring_prep
 
waitthread show_ubersoldat

//waitthread show_statue
 
level.bomb_damage = 50 // kraft der explosion fuer die verletzungen
 
level.bomb_explosion_radius = 40 // radius der explosion fuer die verletzungen
 
level.defusing_team = "axis" // wer entschaerft die bombe
 
level.planting_team = "allies" // wer legt die bombe
 
level.dmrespawning = 1 // 1 oder 0 - respawnen
 
level.dmroundlimit = 20 // rundenzeit in minuten
 
level.clockside = axis // timer auf axis, allies, kills, oder draw
 
//$uf1_regen hide
 
//$uf2_regen hide
 
//$uf3_regen hide
 
//$uf4_regen hide
 
$spawn1 enablespawn
 
$spawn2 disablespawn
 
$spawn3 disablespawn
 
$spawn4 disablespawn
 
$uf6_kaputt hide
 
$uf5_kaputt hide

$uf1_tisch_kaputt hide

$uf1_tisch_kaputt notsolid

$uf2_mauer_kaputt hide

$uf3_sockel_kaputt hide

$uf3_sockel_kaputt notsolid


$gate1_tele hide

$gate1_tele nottriggerable

$gate2_tele hide

$gate2_tele nottriggerable

$freakshow_aussen hide
 
$freakshow_tuer_trigger nottriggerable

$freakshow_aussen nottriggerable

 
//snow:
 
 
//           wait 1
 
            level.rain_speed = "32"
 
            level.rain_speed_vary = "16"
 
            level.rain_length = "2"
 
            level.rain_width = "1"
 
            level.rain_density = ".2"
 
            level.rain_slant = "250"
 
            level.rain_min_dist = "1800"
 
           //level.rain_min_dist = "512"
 
            level.rain_numshaders = 1 //12
 
            level.rain_shader = "textures/weather/konfetti1"





///////////////////////////////////////////// 
//level waittill roundstart
/////////////////////////////////////////////
 
 
 
 
////////////////////////////////////////////LEVEL1///////////////////////////////////////////
 
$uf1_bombe thread global/uf1_bombe.scr::bomb_thinker

$uf2_bombe thread global/uf2_bombe.scr::bomb_thinker

thread allies_win_bomb_level1 $uf1_bombe $uf2_bombe
 
$uf1_bombe thread axis_win_timer_level1
 
$uf2_bombe thread axis_win_timer_level1
 
 
end
 
 
 
allies_win_bomb_level1 local.bomb1 local.bomb2:  
 
while (local.bomb1.exploded != 1)
 
waitframe
 
while (local.bomb2.exploded != 1)
 
waitframe
 
 
{
 
            thread gitter_auf
 
}
 
end
 
 
gitter_auf:
 
 
                        drawhud 0 ///(nicht zwingend)
 
                        level.bomb_damage = 0 // turn off damage <<<(nicht zwingend)
 
                        level.fire_damage = 0 // turn off damage <<<(nicht zwingend)
 
                        $player nodamage ///(nicht zwingend)
 
                        $player hide ///(nicht zwingend)
 
                        freezeplayer ///(nicht zwingend)
 
                        level.dmroundlimit = (level.dmroundlimit + 1)
 
                        $alliescamera1 fov 80 2
 
                        $alliescamera1 speed (level.camera_speed) 
 
                        $alliescamera1 follow $camerapath1 
 
                        wait 1
 
//                      forcemusic aux3 aux3 ///Schlu?mucke
 
//                      wait 1 ///Verz?gerung zur Mucke
 
                        cuecamera $alliescamera1
 
//                        wait (level.wait_after_explode) // zeit solange die camera l?uft
 
 
 
wait 3
 
 
 
            
$gittertor moveto $gitter1_oben_node.origin
 
$gittertor speed 50
 
//$gittertor playsound door_vault_roll_open
$player playsound door_vault_roll_open
 
$gittertor waitmove
 
                      $player takedamage ///(nicht zwingend)
 
                      $player show ///(nicht zwingend)
 
                      releaseplayer ///(nicht zwingend)
					  drawhud 1 
 
cueplayer

$gitter1_trigger triggerable
 
thread level2
 
 
end
 
 
 
level2:
 
$gitter1_trigger waittill trigger 

local.player = parm.other
if (local.player.dmteam != "allies")

{
//iprintlnbold "Nur die Allies k?nnen diesen 1. Trigger ausl?sen!!!!"
goto level2

end
}


$gitter1_trigger nottriggerable

iprintlnbold_noloc "Aktion gelungen!!! Ab in den Keller!!!"

                        drawhud 0 ///(nicht zwingend) 
 
                        level.bomb_damage = 0 // turn off damage <<<(nicht zwingend)
 
                        level.fire_damage = 0 // turn off damage <<<(nicht zwingend)
 
                        $player nodamage ///(nicht zwingend) 
 
                        $player hide ///(nicht zwingend)
 
                        freezeplayer ///(nicht zwingend)
 
                        level.dmroundlimit = (level.dmroundlimit + 1)
 
                        $alliescamera2 fov 80 2
 
                        $alliescamera2 speed (level.camera_speed) 
 
                        $alliescamera2 follow $camerapath2 
 
                        wait 1
 
//                      forcemusic aux3 aux3 ///Schlu?mucke
 
//                      wait 1 ///Verz?gerung zur Mucke
 
                        cuecamera $alliescamera2
 
//                        wait (level.wait_after_explode) // zeit solange die camera l?uft
 
 
wait 3
 
$gittertor2 moveto $gitter2_unten_node.origin
 
$gittertor2 speed 50
 
//$gittertor playsound door_vault_roll_close
$player playsound door_vault_roll_close 

$gittertor2 waitmove
 
wait 1
 
thread setup_phase2
 
 
end
 
 
axis_win_timer_level1:
 
level waittill axiswin 
 
iprintlnbold_noloc "Verteidigung gelungen!!!"
 
teamwin axis
 

end
 
 
 
 
 
//////////////////////////////////////////////LEVEL2/////////////////////////////////////////////
 
 
 
 
 
setup_phase2:
 
$spawn1 disablespawn
 
$spawn2 enablespawn
 
$spawn3 disablespawn

/* 
setcvar "g_obj_alliedtext1" "Findet die 2 UF?s"
 
setcvar "g_obj_alliedtext2" "in den Katakomben und"
 
setcvar "g_obj_alliedtext3" "zerst?rt sie!" 
 
setcvar "g_obj_axistext1" "Jagd die Allies"
 
setcvar "g_obj_axistext2" "aus den"
 
setcvar "g_obj_axistext3" "Katakomben raus!!!"
 
setcvar "g_scoreboardpic" ""
*/

exec global/level2.scr::init_cvar2

$knochen1 thread knochen_reg_dich

$knochen2 thread knochen_reg_dich

$knochen3 thread knochen_reg_dich

$knochen4 thread knochen_reg_dich

$uf3_bombe thread global/uf3_bombe.scr::bomb_thinker

$uf3_bombe_trigger waitthread woistbombe_random_setup $uf3_bombe 5 // threadaufruf

 
$uf4_bombe thread global/uf4_bombe.scr::bomb_thinker
 
thread allies_win_bomb_level2 $uf3_bombe $uf4_bombe
 
$uf3_bombe thread axis_win_timer_level2
 
$uf4_bombe thread axis_win_timer_level2
 
//$uf1_regen delete //hide
 
//$uf2_regen delete //hide
 
wait 1
 
$player respawn
 
 
                      $player takedamage ///(nicht zwingend)
 
                      $player show ///(nicht zwingend)
 
                      releaseplayer ///(nicht zwingend)
					  
					  drawhud 1
 
cueplayer
 
 
end



woistbombe_random_setup local.bomb local.number_of_locations:

local.nol = ((randomint (local.number_of_locations)) + 1) //ok
local.location = $("uf3_sarg" + local.nol + "_node") //ok
local.bomb.origin = local.location.origin //ok
local.bomb.angles = local.location.angles
	
self.origin = local.bomb.origin
self.angles = local.bomb.angles

$uf3.origin = local.bomb.origin

if (local.nol == 1)
	{
	//iprintlnbold "Nr. 1 = hinten+unten"	
	//$uf3.origin = local.bomb.origin
	$uf3.angles = "0 0 0" //local.bomb.angles ////////// $uf3_sarg1_node.origin ok
	end
	}
else if (local.nol == 2)	
	{
	//iprintlnbold "Nr. 2 = vorne+oben"	
	//$uf3.origin = local.bomb.origin
	$uf3.angles = "0 180 0" //local.bomb.angles ////////// $uf3_sarg1_node.origin ok
	end
	}
else if (local.nol == 3)	
	{
	//iprintlnbold "Nr. 3 = rechts+oben"
	//$uf3.origin = local.bomb.origin
	$uf3.angles = "0 270 0" //local.bomb.angles ////////// $uf3_sarg3_node.origin ok
	end
	}
else if (local.nol == 4)	
	{
	//iprintlnbold "Nr. 4 = hinten+oben"
	//$uf3.origin = local.bomb.origin
	$uf3.angles = "0 0 0" //local.bomb.angles ////////// $uf3_sarg4_node.origin ok
	end
	}
else //if (local.location == 5)	
	{
	//iprintlnbold "Nr. 5 = vorne+unten"	
	//$uf3.origin = local.bomb.origin
	$uf3.angles = "0 180 0" //local.bomb.angles //////////$uf3_sarg5_node.origin ok
	end
	}
	
end



knochen_reg_dich:

self solid

		local.r = randomint (100)

		if (local.r < 31)
		{
			self anim schwenk_VR
		}
		else if (local.r < 62)
		{
			self anim schwenk_RL 
		}
		else if (local.r < 93)
		{
			self anim dreh_RL 
		}
		else
		{
			self anim idle 
		}

end
 
 
allies_win_bomb_level2 local.bomb3 local.bomb4: 
 
while (local.bomb3.exploded != 1)
 
waitframe
 
while (local.bomb4.exploded != 1)
 
waitframe
 
{
 
            thread liftgitter_auf
 
}
 
 
end
 
 
 
liftgitter_auf:
 
 
                        drawhud 0 ///(nicht zwingend)
 
                        level.bomb_damage = 0 // turn off damage <<<(nicht zwingend)
 
                        level.fire_damage = 0 // turn off damage <<<(nicht zwingend)
 
                        $player nodamage ///(nicht zwingend)
 
                        $player hide ///(nicht zwingend) 
 
                        freezeplayer ///(nicht zwingend) 
 
                        level.dmroundlimit = (level.dmroundlimit + 1)
 
                        $alliescamera3 fov 80 2
 
                        $alliescamera3 speed (level.camera_speed) 
 
                        $alliescamera3 follow $camerapath3 
 
                        wait 1
 
//                      forcemusic aux3 aux3 ///Schlu?mucke
 
//                      wait 1 ///Verz?gerung zur Mucke
 
                        cuecamera $alliescamera3
 
//                        wait (level.wait_after_explode) // zeit solange die camera l?uft
 
 
wait 3
 
 
$liftgitter moveto $liftgitter_oben_node.origin
 
$liftgitter speed 60
 
//$liftgitter playsound door_vault_roll_open
$player playsound door_vault_roll_open
 
$liftgitter waitmove
 
cueplayer
 
                      $player takedamage ///(nicht zwingend)
 
                      $player show ///(nicht zwingend)
 
                      releaseplayer ///(nicht zwingend)

					  drawhud 1
$liftgitter_trigger triggerable
 
thread level3
 
 
end
 
 
level3:

$liftgitter_trigger waittill trigger

local.player = parm.other
if (local.player.dmteam != "allies")

{
//iprintlnbold "Nur die Allies k?nnen diesen 2. Trigger ausl?sen!!!!"
goto level3

end
}

$liftgitter_trigger nottriggerable

iprintlnbold_noloc "Aktion gelungen!!! Ab in das Labor!!!"


 
                        drawhud 0 ///(nicht zwingend)
 
                        level.bomb_damage = 0 // turn off damage <<<(nicht zwingend)
 
                        level.fire_damage = 0 // turn off damage <<<(nicht zwingend)
 
                        $player nodamage ///(nicht zwingend)
 
                        $player hide ///(nicht zwingend)
 
                        freezeplayer ///(nicht zwingend)
 
                        level.dmroundlimit = (level.dmroundlimit + 1)
 
                        $alliescamera4 fov 80 2
 
                        $alliescamera4 speed (level.camera_speed) 
 
                        $alliescamera4 follow $camerapath4 
 
 
                        wait 1
 
//                      forcemusic aux3 aux3 ///Schlu?mucke
 
//                      wait 1 ///Verz?gerung zur Mucke
 
                        cuecamera $alliescamera4
 
//                        wait (level.wait_after_explode) // zeit solange die camera l?uft
 
 
wait 3
 
$liftgitter moveto $liftgitter_unten_node.origin
 
$liftgitter speed 60
 
//$liftgitter playsound door_vault_roll_close
$player playsound door_vault_roll_close 
 
$liftgitter waitmove
 
wait 1
 
thread setup_phase3
 
 
end
 
 
axis_win_timer_level2:
 
level waittill axiswin 
 
iprintlnbold_noloc "Verteidigung der Phase 2 gelungen!!!"
 
teamwin axis
 
 
end
 
 
/////////////////////////////////////////////LEVEL3////////////////////////////////////////////
 
 
 
setup_phase3:
 
$spawn1 disablespawn
 
$spawn2 disablespawn
 
$spawn3 enablespawn

/*
 
setcvar "g_obj_alliedtext1" "Findet und zerst?rt"
 
setcvar "g_obj_alliedtext2" "das Geheimlabor, in dem"
 
setcvar "g_obj_alliedtext3" "die Axen forschen!" 
 
setcvar "g_obj_axistext1" "Haltet die Allies"
 
setcvar "g_obj_axistext2" "auf, denn sie wollen"
 
setcvar "g_obj_axistext3" "das Geheimlabor zerst?ren!"
 
setcvar "g_scoreboardpic" ""

*/

exec global/level3.scr::init_cvar3


$knochen1 anim idle

$knochen2 anim idle

$knochen3 anim idle

$knochen4 anim idle

 
//$uf3_regen delete //hide
 
//$uf4_regen delete //hide
 
$uf5_bombe thread global/uf5_bombe.scr::bomb_thinker
 
$uf6_bombe thread global/uf6_bombe.scr::bomb_thinker 
 
thread allies_win_bomb_level3 $uf5_bombe $uf6_bombe
 
$uf5_bombe thread axis_win_timer_level3
 
$uf6_bombe thread axis_win_timer_level3
 
wait 1
 
$player respawn

                      $player takedamage ///(nicht zwingend)
 
                      $player show ///(nicht zwingend)
 
                      releaseplayer ///(nicht zwingend)

					  drawhud 1
					   
thread lift_runter
 
 
end 
 
 
show_ubersoldat:

local.u2 = human/uber_soldat
local.u = spawn local.u2 targetname ubersoldat 

$ubersoldat.origin = ( 168.00 5312.00 -2960.00 )
$ubersoldat.angles = "0 270 0"

$ubersoldat exec global/disable_ai.scr
$ubersoldat anim unarmed_stand_curious //idle
$ubersoldat physics_off
$ubersoldat scale 1.75

$ubersoldat gun "none" // holster
$ubersoldat holster
$ubersoldat notsolid

end
 
 
lift_runter:
 
$lift moveto $lift_unten_node.origin
 
$lift speed 130
 
$lift playsound abgehtdiepost
 
$lift waitmove
 
$lift playsound undstop
 
wait 1
 
$spawn3 disablespawn
 
$spawn4 enablespawn
 
 
end
 
 
 
allies_win_bomb_level3 local.bomb5 local.bomb6:
 
while (local.bomb5.exploded != 1)
 
wait 1
 
while (local.bomb6.exploded != 1)
 
wait 1
 
waitframe
 
iprintlnbold_noloc "Aktion gelungen!!! Das Geheimlabor ist zerst?rt!!!"
 
                        drawhud 0 ///(nicht zwingend)

//		waitthread ring_weg
 
                        level.bomb_damage = 0 // turn off damage <<<(nicht zwingend)
 
                        level.fire_damage = 0 // turn off damage <<<nicht>500)
	{
	wait .25 
	$ringcorona scale 15
	$ringcorona show
	$ringlicht light 1 1 0.5 500
	$ring1 playsound ring_exp
	wait 1
	goto ring_weg
	}
else
	{
		if (local.speed3>300)
			{
			$ringcorona scale (randomfloat 5)
			$ringcorona show
			wait (randomfloat 0.2)
			$ringcorona hide		
			}
	}

local.besch1=local.besch1+.2
local.speed1=local.speed1 + local.besch1
$1coron1 show
local.pitch ++ 
println local.pitch
$ring1 loopsound ("ring_snd_"+local.pitch)

if (local.speed1>100)
	{
	local.besch2=local.besch2+.4
	local.speed2=local.speed2 + local.besch2
	$2coron1 show
	}
	
if (local.speed2>100)
	{
	local.besch3=local.besch3+.8
	local.speed3=local.speed3 + local.besch3
	$3coron1 show
	}

$ring1 rotateY local.speed1
$ring2 rotateZ local.speed2
$ring3 rotateX local.speed3
goto ring_move
end

ring_weg:
	$ring1 stoploopsound
	$ring1 remove
	$ring2 remove
	$ring3 remove
	$ring4 remove
	$1coron1 remove
	$2coron1 remove
	$3coron1 remove
	$ringcorona moveDown 220
	$ringcorona waitmove
iprintln "GEH IN DAS LICHT!!!"
iprintln "GEH IN DAS LICHT!!!"
iprintln "GEH IN DAS LICHT!!!"
	$freakshow_aussen triggerable
	$freakshow_aussen waittill trigger
	$freakshow_aussen nottriggerable
	thread tiktak
//	$freakshow_innen_trigger waittill trigger
	$freakshow_aussen hide
	$freakshow_innen_trigger nottriggerable
	$ringcorona remove
end

tiktak:

iprintln "15 Sekunden bis die T?ren zur Freakshow aufgehen!"
	wait 1
iprintln "14"
	wait 1
iprintln "13"
	wait 1
iprintln "12"
	wait 1
iprintln "11"
	wait 1
iprintln "10 Sekunden bis die T?ren zur Freakshow aufgehen!"
	wait 1	
iprintln "9"
	wait 1
iprintln "8"
	wait 1
iprintln "7"
	wait 1
iprintln "6"
	wait 1
iprintln "5 Sekunden bis die T?ren zur Freakshow aufgehen!"
	wait 1
iprintln "4"
	wait 1
iprintln "3"
	wait 1
iprintln "2"
	wait 1
iprintln "1"
	wait 1
iprintln "T?ren zur Freakshow sind offen!"
	$freakshow_tuer_trigger triggerable

end


 
activate_gate: 

$gring1 rotatex 50
$gate1_tele playsound ring_spin
$gate2_tele playsound ring_spin 
wait 1
$gring1 rotatex 0 
thread stargate_on

end 

stargate_on:

	$gate1_tele show
	$gate2_tele show
	$gate1_tele triggerable // the teleporter is active
	$gate2_tele triggerable // the teleporter is active 
	$gate1_tele playsound flush_gate
	$gate2_tele playsound flush_gate
	wait 1
	$gate1 playsound stay_open
	$gate2 playsound stay_open
	wait 8
	$gate1_tele hide // Event Horizon Removed
	$gate2_tele hide // Event Horizon Removed 
	$gate1_tele nottriggerable // Teleporter off
	$gate2_tele nottriggerable // Teleporter off 
	end 
/*
doorlocked:
	
$freakshow_tuer_trigger playsound door_metal_locked_freakshow
	
end
*/
 
raketen_hoch:
 
            waitthread rocket_spawn
 
            thread rocket_launcher 1
 
            thread rocket_launcher 2
 
			thread rocket_launcher 3
 
			thread rocket_launcher 4
 
			thread rocket_launcher 5
 
end
 
 
rocket_spawn:
 
            wait 1
 
            local.rocket = spawn script_model model "static/gold_v2.tik" scale ".1" targetname "rocket1"
 
            local.rocket.origin = ( 279.00 660.00 968.00 )
 
            $rocket1 speed 512
 
            $rocket1 notsolid


 
            local.rocket = spawn script_model model "static/gold_v2.tik" scale ".1" targetname "rocket2"
 
            local.rocket.origin = ( -204.00 1112.00 564.00 ) 
 
            $rocket2 speed 512
 
            $rocket2 notsolid
 
 
 
            local.rocket = spawn script_model model "static/gold_v2.tik" scale ".1" targetname "rocket3"
 
            local.rocket.origin = ( -1124.00 2624.00 552.00 ) 
 
            $rocket3 speed 512
 
            $rocket3 notsolid


 
            local.rocket = spawn script_model model "static/gold_v2.tik" scale ".1" targetname "rocket4"
 
            local.rocket.origin = ( 764.00 1112.00 564.00 ) 
 
            $rocket4 speed 512
 
            $rocket4 notsolid
 
 

            local.rocket = spawn script_model model "static/gold_v2.tik" scale ".1" targetname "rocket5"
 
            local.rocket.origin = ( 1696.00 2624.00 552.00 )  
 
            $rocket5 speed 512
 
            $rocket5 notsolid
 
 
end
 
 
 
rocket_launcher level.rocket_select:
 
 
            switch (level.rocket_select)
 
            {
 
            case "1":
 
 
wait 1
 
 
                        level.fire1 = spawn script_model model "static/corona_orange.tik" scale "2.0"
 
                        level.fire1.targetname = "fire1"
 
                        level.fire1.origin = $rocket1.origin + ( 0 0 -8 )
 
                        $fire1 bind $rocket1
 
                        $rocket1 playsound steam_snd
 
                        $rocket1 light 1 .8 .6 300
 
                        $rocket1 moveup 1400 
 
                        $rocket1 waitmove
 
                        thread explode_rocket 1
 
                        level.rocket_gone++
 
                        break
 
 
 
            case "2":
 
 
 
wait 2
 
 
                        level.fire2 = spawn script_model model "static/corona_orange.tik" scale "2.0"
 
                        level.fire2.targetname = "fire2"
 
                        level.fire2.origin = $rocket2.origin + ( 0 0 -8 )
 
                        $fire2 bind $rocket2
 
                        $rocket2 playsound steam_snd
 
                        $rocket2 light 1 .8 .6 300
 
                        $rocket2 moveup 1400
 
                        $rocket2 waitmove
 
                        thread explode_rocket 2 
 
                        level.rocket_gone++
 
                        break
 
 
 
            case "3":
 
 
wait 3
 
 
                        level.fire3 = spawn script_model model "static/corona_orange.tik" scale "2.0"
 
                        level.fire3.targetname = "fire3"
 
                        level.fire3.origin = $rocket3.origin + ( 0 0 -8 )
 
                        $fire3 bind $rocket3
 
                        $rocket3 playsound steam_snd
 
                        $rocket3 light 1 .8 .6 300
 
                        $rocket3 moveup 1400 
 
                        $rocket3 waitmove
 
                        thread explode_rocket 3 
 
                        level.rocket_gone++
 
                        break
 
 
 
            case "4":
 

 
wait 4

 
                        level.fire4 = spawn script_model model "static/corona_orange.tik" scale "2.0"
 
                        level.fire4.targetname = "fire4"
 
                        level.fire4.origin = $rocket4.origin + ( 0 0 -8 )
 
                        $fire4 bind $rocket4
 
                        $rocket4 playsound steam_snd
 
                        $rocket4 light 1 .8 .6 300
 
                        $rocket4 moveup 1400 
 
                        $rocket4 waitmove
 
                        thread explode_rocket 4 
 
                        level.rocket_gone++
 
                        break
 
 
 
            case "5":
 
 
wait 5
 
 
                        level.fire5 = spawn script_model model "static/corona_orange.tik" scale "2.0"
 
                        level.fire5.targetname = "fire5"
 
                        level.fire5.origin = $rocket5.origin + ( 0 0 -8 )
 
                        $fire5 bind $rocket5
 
                        $rocket5 playsound steam_snd
 
                        $rocket5 light 1 .8 .6 300
 
                        $rocket5 moveup 1400 
 
                        $rocket5 waitmove
 
                        thread explode_rocket 5 
 
                        level.rocket_gone++
 
                        break
 
            }
 
            if (level.rocket_gone == 5)
 
                        {

						thread raketen_hoch
 
 
                       level.rocket_gone = 0
 
                        }
 
 
end
 
 
explode_rocket local.rocket:
 
                        local.fireworks = spawn "models/animate/fireworks.tik" scale "4.0"
 
                        local.fireworks.origin = $("rocket" + local.rocket).origin
 
                        $("fire" + local.rocket) unbind $("rocket" + local.rocket)
 
                        $("fire" + local.rocket) remove
 
                        $("rocket" + local.rocket) remove
 
                        local.fireworks anim start
 
                        wait .2
 
                        local.fireworks playsound rocket_explode_snd
 
                        exec global/earthquake.scr 2 .3 0 0
 
                        local.fireworks light 1 .8 .6 4000
 
                        wait .3
 
                        local.fireworks light 0 0 0 0
 
                        wait 4.5
 
                        local.fireworks remove

 
$spawn1 enablespawn
 
$spawn2 disablespawn
 
$spawn3 disablespawn
 
$spawn4 disablespawn

//exec global/level1.scr::init_cvar1
 
 
end
 
 
gong1:
 
    $gong1 stopsound
 
    $gong1 playsound bell1 
 
end
 
 
gong2:
 
    $gong2 stopsound
 
    $gong2 playsound bell2 
 
end
 
 
gong3:
 
    $gong3 stopsound
 
    $gong3 playsound bell3 
 
end
 
 
gong4:
 
    $gong4 stopsound
 
    $gong4 playsound bell4
 
end
And one of 3 global?s:

Code: Select all

init_cvar1:

setcvar "g_obj_alliedtext1" "Zerstoert die UFs"
 
setcvar "g_obj_alliedtext2" "in der Kirche"
 
setcvar "g_obj_alliedtext3" "und dem Glockenturm" 
 
setcvar "g_obj_axistext1" "Verteidigt die UFs"
 
setcvar "g_obj_axistext2" "in der Kirche"
 
setcvar "g_obj_axistext3" "und dem Glockenturm"
 
setcvar "g_scoreboardpic" "obj_schloss_sbp1"

end
Pls help me!

Aqua
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Game.

Post by tltrude »

If it were me, I would use something like this.

game.num = 2

That value wil carry on to the next round.
Tom Trude,

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