**EDIT** the .pk3 has several mods in it including 3rd person mod and a mod to take out the mg42s.. the whole mod doesnt work when i include the trigger in it.. so it has to be im retarded and cant script
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main:
level.script = maps/dm/MP_Malta_DM.scr
level.music = mp_malta_dm
setcvar "g_scoreboardpic" "mp_malta_dm"
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
exec global/ambient.scr
exec global/DMprecache.scr
exec global/door_locked.scr
exec global/exploder.scr
if (int (getcvar(g_gametype)) == 1)
{
setcvar "g_gametypestring" ".:{{D*A*C}}:. FFA"
}
$alliedmortar.collisionent = $granatwerfer_collision
$alliedmortar_turret0.collisionent = $granatwerfer_turret_collision
$alliedmortar thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
$alliedmortar_turret0 maxyawoffset "40"
$alliedmortar2.collisionent = $granatwerfer_collision
$alliedmortar2_turret0.collisionent = $granatwerfer_turret_collision
$alliedmortar2 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
$alliedmortar2_turret0 maxyawoffset "40"
$axismortar.collisionent = $granatwerfer_collision
$axismortar_turret0.collisionent = $granatwerfer_turret_collision
$axismortar thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
$axismortar_turret0 maxyawoffset "40"
$axismortar2.collisionent = $granatwerfer_collision
$axismortar2_turret0.collisionent = $granatwerfer_turret_collision
$axismortar2 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
$axismortar2_turret0 maxyawoffset "40"
level waittill spawn
// Add in our clip brush at the cheat point.
local.clipbrush = spawn script_object
local.clipbrush.origin = ( -1056 -384 -1412 )
local.clipbrush setsize ( -36 -16 -76 ) ( 36 16 76 )
local.clipbrush solid
$mg42 pitchcaps ( -25 45 0)
$mg42 maxyawoffset "80"
$mg42_2 pitchcaps ( -25 45 0)
$mg42_2 maxyawoffset "65"
level.portcullis_open = 1
$trapdoor thread trapdoor_init
$portcullis_switch bind $portcullis_switch_origin
//make all the switches non solid so as not to injure the player when triggered.
$portcullis_switch notsolid
$portcullis_switch_origin notsolid
$portcullis open $portcullis_entity
$walltrigger thread exploder_init 1
//$bridgetrigger thread exploder_init 2
$walltrigger2 thread exploder_init 3
$nudietrigger thread exploder_init 4
$debristrigger thread exploder_init 5
$balconytrigger thread exploder_init 6
$limestonetrigger1 thread exploder_init 7`
$limestonetrigger2 thread exploder_init 8
$towercorner_trigger thread exploder_init 9
$prisoncorner_trigger thread exploder_init 10
$bunkertrigger thread exploder_init 11
$alleytrigger thread exploder_init 12
end
roundbasedthread:
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
$portcullis open $portcullis_entity
//--------------------------------------------------------------
//Open Portcullis
//--------------------------------------------------------------
animate_portcullis_switch:
dprintln "animating the switch"
dprintln "level.portcullis_open = " level.portcullis_open
if( level.portcullis_open == 1 )
{
dprintln "rotating down"
$portcullis_switch_origin speed 5
$portcullis_switch_origin rotatezdownto 180
$portcullis_switch_origin waitmove
$portcullis_switch_origin playsound switchbox
}
else
{
dprintln "rotating up"
$portcullis_switch_origin speed .1
$portcullis_switch_origin rotatezupto 0
$portcullis_switch_origin waitmove
$portcullis_switch_origin playsound switchbox
}
end
toggle_portcullis:
$portcullis_trigger nottriggerable
thread animate_portcullis_switch
if (level.portcullis_open == 1)
{
$portcullis_entity playsound portcullis_close_move
$portcullis close $portcullis_entity
wait 5
$portcullis_entity playsound portcullis_close_stop
level.portcullis_open = 0
}
else
{
$portcullis_entity playsound portcullis_open_move
$portcullis open $portcullis_entity
wait 5
$portcullis_entity playsound portcullis_open_stop
level.portcullis_open = 1
}
$portcullis_trigger triggerable
end
trapdoor_init:
self solid
self damage 0
level.trapdoor_state = 0
trapdoor_loop_start:
self waittill use
if (level.trapdoor_state == 0)
{
self thread trapdoor_open
}
else if (level.trapdoor_state == 1)
{
self thread trapdoor_close
}
goto trapdoor_loop_start
end
trapdoor_cycle local.duration:
wait local.duration
if (level.trapdoor_state == 1)
{
self thread trapdoor_close
}
end
trapdoor_open:
level.trapdoor_state = 1
self openportal
self playsound gate_wood_open_move
self rotatezupto 90
self time 1
self waitmove
self playsound gate_wood_open_stop
self thread trapdoor_cycle 15
end
trapdoor_close:
self playsound gate_wood_close_move
level.trapdoor_state = 0
self rotatezdownto 0
self time 1
self waitmove
self playsound gate_wood_close_stop
self closeportal
end
// Exploders
//
// Exploding Wall
exploder_init local.set:
//remove the immunities so the walls take damage
//self immune bash
//self immune bullet
//self immune shotgun
exploder_start_loop:
self waittill damage
//dprintln "Hit! " self.health
//if (self.health > 0)
//goto exploder_start_loop
//dprintln "BOOM!"
thread global/exploder.scr::explode local.set
self remove
end
local.trig = spawn trigger_multiple
local.trig.origin = ( 624.00 -456.00 -960.00 )
local.trig setsize ( -10 -10 -10 ) ( 10 10 10 )
local.trig setthread Snipertrig1
local.trig wait 1
local.trig delay 0
Snipertrig1:
self waittill trigger
local.player=parm.other
if (local.player.isSnipertrig1==1)
end
local.player.isSnipertrig1=1
local.player tele 0 0 900
wait 5
local.player stufftext ?say ******I Tried To Camp In the Sniperroom like an Idiot!!?
local.player kill
local.player.isTrigger1=0
end