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
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"
endAqua
