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Rain Map Dm/mohadm2 My Script

Posted: Fri Sep 25, 2009 6:11 pm
by gabiru



// DESTROYED VILLAGE
// ARCHITECTURE: NED
// SCRIPTING: NED

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Destroyed Village"
setcvar "g_obj_alliedtext2" ".:[C|K|C]:."
setcvar "g_obj_alliedtext3" "TUBARAO BRANCO"
setcvar "g_obj_axistext1" "Map Mods"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm2"

// 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/mohdm2.scr
level.script = maps/test_jeepfahrt.scr
exec global/ambient.scr mohdm2
exec globals/bomb.scr ( -3106.83 -1869.70 -22.56 )
exec global/minefield.scr::minefield_setup
exec global/weather.scr
exec gobal/CrazyWeather.scr::start



local.static = spawn script_model
local.static model "static/indycrate.tik"
local.static.origin = ( -1428 -3320 192 )
local.static.angles = ( 0 )
local.static solid
local.static immune bullet
local.static immune fast_bullet
local.static immune bash
local.static immune mg
local.static immune rifle
local.static immune explosion
local.static nodamage

local.mp44 = spawn models/weapons/kar98sniper.tik
local.mp44.origin = ( -780 -945 564)
local.mp44.angles = ( 0 -125 80 )

local.shelf = spawn script_model
local.shelf model "static/bunkershelves.tik"
local.shelf.origin = ( -925 -770 255 )
local.shelf.angles = ( 0 90 0 )

local.shelf = spawn script_model
local.shelf model "static/bunkershelves.tik"
local.shelf.origin = ( -1045 -600 255 )
local.shelf.angles = ( 0 0 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -2640 1840 216 )
local.rifle1.angles = ( 0 135 0 )
//ammo on shelves
local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -925 -770 291 )
local.rifle1.angles = ( 0 91 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1045 -600 291 )
local.rifle1.angles = ( 0 91 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1045 -576 309.5 )
local.rifle1.angles = ( 0 91 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1045 -613 327 )
local.rifle1.angles = ( 0 91 0 )


local.pistol1 = spawn models/items/item_pistol_ammobox.tik
local.pistol1.origin = ( -900 -770 346 )
local.pistol1.angles = ( 0 0 0 )

local.pistol1 = spawn models/items/item_pistol_ammobox.tik
local.pistol1.origin = ( -945 -770 327 )
local.pistol1.angles = ( 0 15 0 )

local.pistol1 = spawn models/items/item_pistol_ammobox.tik
local.pistol1.origin = ( -1045 -596 309.5 )
local.pistol1.angles = ( 0 15 0 )

local.AmmoGrenade1 = spawn models/items/item_grenade_ammobox.tik
local.AmmoGrenade1.origin = ( -936 -770 327 )
local.AmmoGrenade1.angles = ( 0 45 0 )

local.AmmoMG5 = spawn models/items/item_mg_ammobox.tik
local.AmmoMG5.origin = ( -910 -770 255 )
local.AmmoMG5.angles = ( 0 134 0 )

local.AmmoSMG3 = spawn models/items/item_smg_ammobox.tik
local.AmmoSMG3.origin = ( -1030 -573 255 )
local.AmmoSMG3.angles = ( 0 -45 0 )

local.AmmoSMG3 = spawn models/items/item_smg_ammobox.tik
local.AmmoSMG3.origin = ( -1030 -590 255 )
local.AmmoSMG3.angles = ( 0 -43 0 )

local.AmmoSMG3 = spawn models/items/item_smg_ammobox.tik
local.AmmoSMG3.origin = ( -3560 -599 8 )
local.AmmoSMG3.angles = ( 0 )

local.shelf = spawn script_model
local.shelf model "static/bunkershelves.tik"
local.shelf.origin = ( -1600 -3338 -20 )
local.shelf.angles = ( 0 0 0 )

local.shelf = spawn script_model
local.shelf model "static/bunkershelves.tik"
local.shelf.origin = ( -1600 -3258 -20 )
local.shelf.angles = ( 0 0 0 )
//bench allies area
local.bench = spawn script_model
local.bench model "static/bunkerbench.tik"
local.bench.origin = ( -2080 -3069 -125 )
local.bench.angles = ( 0 -90 0 )
local.bench.scale = 1
local.bench solid

local.mp40 = spawn models/weapons/mp40.tik
local.mp40.origin = ( -2100 -3069 -97 )
local.mp40.angles = ( 0 0 90 )
// ammo
local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1600 -3338 52.70 )
local.rifle1.angles = ( 0 91 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1600 -3330 16 )
local.rifle1.angles = ( 0 91 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1600 -3256 71 )
local.rifle1.angles = ( 0 91 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1600 -3310 34.5 )
local.rifle1.angles = ( 0 91 0 )

local.pistol1 = spawn models/items/item_pistol_ammobox.tik
local.pistol1.origin = ( -1600 -3329 34.5 )
local.pistol1.angles = ( 0 0 0 )

local.pistol1 = spawn models/items/item_pistol_ammobox.tik
local.pistol1.origin = ( -1600 -3258 34.5 )
local.pistol1.angles = ( 0 15 0 )

local.pistol1 = spawn models/items/item_pistol_ammobox.tik
local.pistol1.origin = ( -1600 -3250 52.7 )
local.pistol1.angles = ( 0 15 0 )

local.AmmoGrenade1 = spawn models/items/item_grenade_ammobox.tik
local.AmmoGrenade1.origin = ( -1600 -3275 52.6 )
local.AmmoGrenade1.angles = ( 0 45 0 )

local.AmmoMG5 = spawn models/items/item_mg_ammobox.tik
local.AmmoMG5.origin = ( -1600 -3250 -20 )
local.AmmoMG5.angles = ( 0 134 0 )

local.healthitem1 = spawn models/items/item_50_healthbox.tik
local.healthitem1.origin = ( -1600 -3239 16 )
local.healthitem1.angles = ( 0 -53 0 )

local.AmmoSMG3 = spawn models/items/item_smg_ammobox.tik
local.AmmoSMG3.origin = ( -1612 -3352 -20 )
local.AmmoSMG3.angles = ( 0 -45 0 )

local.AmmoSMG3 = spawn models/items/item_smg_ammobox.tik
local.AmmoSMG3.origin = ( -1612 -3312 -20 )
local.AmmoSMG3.angles = ( 0 -79 0 )
// removed for Allied assault version
// local.mp44 = spawn models/weapons/mg42carryable.tik
// local.mp44.origin = ( -230 -340 75)
// local.mp44.angles = ( 0 90 0 )

local.mp44 = spawn models/weapons/mp40.tik
local.mp44.origin = ( -238 130 60)
local.mp44.angles = ( -50 0 0 )

local.mp44 = spawn models/weapons/mp44.tik
local.mp44.origin = ( -225 60 60 )
local.mp44.angles = ( -50 0 0 )

local.mp44 = spawn models/weapons/m1_garand.tik
local.mp44.origin = ( -1900 -3330 0 )
local.mp44.angles = ( -50 180 180 )
// changed for Allied assault version
local.mp44 = spawn models/weapons/m1_garand.tik
local.mp44.origin = ( -1900 -3240 0 )
local.mp44.angles = ( -50 180 180 )
// changed for Allied assault version
local.mp44 = spawn models/weapons/thompsonsmg.tik
local.mp44.origin = ( -1910 -3180 -8 )
local.mp44.angles = ( -50 180 180 )

local.mp44 = spawn models/weapons/springfield.tik
local.mp44.origin = ( -1430 -3422 203 )
local.mp44.angles = ( -50 180 180 )

local.dresser = spawn script_model
local.dresser model "static/planningtable.tik"
local.dresser.origin = ( -470 -880 504 )
local.dresser.angle = 90
local.dresser solid
local.dresser immune bullet
local.dresser immune fast_bullet
local.dresser immune bash
local.dresser immune mg
local.dresser immune explosion

local.sand = spawn script_model
local.sand model "static/sandbag_link_bottomcap.tik"
local.sand.origin = ( -541 -930 556 )
local.sand.angles = (0 270 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_main.tik"
local.sand.origin = ( -465 -930 556 )
local.sand.angles = (0 270 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_rightbend.tik"
local.sand.origin = ( -389 -930 556 )
local.sand.angles = (0 -90 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_topcap.tik"
local.sand.origin = ( -389 -880 556 )
local.sand.angles = (0 0 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage
// tank road sand bags
local.sand = spawn script_model
local.sand model "static/sandbag_link_main.tik"
local.sand.origin = ( -2500 -440 480 )
local.sand.angles = (0 180 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_main.tik"
local.sand.origin = ( -2500 -544 480 )
local.sand.angles = (0 180 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_leftbend.tik"
local.sand.origin = ( -2500 -622 480 )
local.sand.angles = (0 270 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_main.tik"
local.sand.origin = ( -2422 -622 480 )
local.sand.angles = (0 270 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_main.tik"
local.sand.origin = ( -2318 -622 480 )
local.sand.angles = (0 270 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_main.tik"
local.sand.origin = ( -2214 -622 480 )
local.sand.angles = (0 270 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage


local.fix1 = spawn script_model
local.fix1 model "static/indycrate.tik"
local.fix1.origin = ( -3562 -1264 8 ) //-1274

local.fix1 = spawn script_model
local.fix1 model "static/indycrate.tik"
local.fix1.origin = ( -3558 -1262 55 ) //-3558 -1260

local.fix1 = spawn script_model
local.fix1 model "static/indycrate.tik"
local.fix1.origin = ( -3556 -1270 102 ) //-3556

local.fix1 = spawn script_model
local.fix1 model "static/indycrate.tik"
local.fix1.origin = ( -3550 -1268 149 )

local.fix1 = spawn script_model
local.fix1 model "static/indycrate.tik"
local.fix1.origin = ( -3572 -1373 8 )

local.fix1 = spawn script_model
local.fix1 model "static/indycrate.tik"
local.fix1.origin = ( -3574 -1373 55 )

// 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/mohdm2.scr
exec global/ambient.scr mohdm2
thread teleporter
thread teleporter2
thread teleporter3
thread teleporter4
thread teleporter5

level waittill spawn

$world farplane 3800
$world farplane_color (.333 .333 .350)
$world farplane_color (.333 .333 .333)

// level.farplane = 2800
// level.farplanecolor = (0.333 0.333 0.359)

//add in our kill brush under the cheat point.
local.killbrush = spawn trigger_hurt
local.killbrush damage 10000
local.killbrush.origin = ( -2200 2200 -80 )
local.killbrush setsize ( -1000 -1000 -120 ) ( 1000 1000 0 )
level waittill spawn

local.static = spawn script_model
local.static model "static/indycrate.tik"
local.static.origin = ( -2900 -2765 65 )
local.static.angles = ( 0 90 0 )
local.static solid
local.static immune bullet
local.static immune fast_bullet
local.static immune bash
local.static immune mg
local.static immune rifle
local.static immune explosion
local.static nodamage


local.fix1 = spawn script_model
local.fix1 model "emitters/fireandsmoke.tik"
local.fix1.origin = ( -52.36 -949.05 -71.88 )
local.fix1.angles = ( 0 0 0 )
local.fix1.scale = 3.20
local.fix1 ghost //Remove this line to make solid

start:

local.weatherf = spawn script_model "targetname" "weatherF" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatherf setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatherf notsolid
local.weatherf show
local.weatherf loopsound rain_ext

local.weatherr = spawn script_model "targetname" "weatherR" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatherr setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatherr notsolid
local.weatherr show

local.weatherw = spawn script_model "targetname" "weatherW" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatherw setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatherw notsolid
local.weatherw show
local.weatherw loopsound wind_weak

local.weatheri = spawn script_model "targetname" "weatherI" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatheri setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatheri notsolid
local.weatheri show
local.weatheri loopsound rain_ext

// 2nd stage, Repeat first

local.weatherf = spawn script_model "targetname" "weatherF" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatherf setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatherf notsolid
local.weatherf show
local.weatherf loopsound rain_ext

local.weatherr = spawn script_model "targetname" "weatherR" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatherr setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatherr notsolid
local.weatherr show

local.weatherw = spawn script_model "targetname" "weatherW" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatherw setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatherw notsolid
local.weatherw show
local.weatherw loopsound wind_weak

local.weatheri = spawn script_model "targetname" "weatherI" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatheri setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatheri notsolid
local.weatheri show
local.weatheri loopsound rain_ext

wait 1

thread weather
exec global/weather.scr
end

weather:
//local.weatherroof local.weatherwindow local.weatherin local.weatherout local.weatherflash local.weathertreewind

if (getcvar(superfps) == "1")
end

//level.rain_width = "0.4"
level.rain_min_dist = 512
//setcvar "cg_density" "35"
level.startedrainsound1 = 1
level.startedrainsound2 = 1

level.farplane = $world.farplane
level.farplane_color = $world.farplane_color

$world farplane level.farplane
$world farplane_color level.farplane_color

if (local.weatherf == NULL)
level.weatherFs = 0
else
level.weatherFs = local.weatherf.size

if (level.weatherFs > 0)
level.weatherF = exec global/makearray.scr local.weatherf

if (local.weatherr == NULL)
level.weatherRs = 0
else
level.weatherRs = local.weatherr.size

if (level.weatherRs > 0)
{
for(local.i=1;local.i <= level.weatherR.size;local.i++)
{
level.weatherR[local.i] model "fx/dummy.tik"
}
}

if (local.weatheri == NULL)
level.weatherIs = 0
else
level.weatherIs = local.weatheri.size

if (level.weatherIs > 0)
level.weatherI = exec global/makearray.scr local.weatheri

if (local.weatherw == NULL)
level.weatherWs = 0
else
level.weatherWs = local.weatherw.size

if (level.weatherWs > 0)
{
for(local.i=1;local.i <= level.weatherR.size;local.i++)
{
level.weatherW[local.i] model "fx/dummy.tik"
}
}

if ($wind == NULL)
level.winds = 0
else
level.winds = $wind.size

if (level.winds > 0)
level.wind = exec global/makearray.scr $wind


level waittill spawn
//end

level.rain = 0.0
spawn script_model "targetname" "playersound"
$playersound thread playersoundorg
$playersound model "fx/dummy.tik"
$playersound notsolid

spawn script_model "targetname" "playersound2"
$playersound2 thread playersoundorg
$playersound2 model "fx/dummy.tik"
$playersound2 notsolid

spawn script_model "targetname" "playersound3"
$playersound3 thread playersoundorg
$playersound3 model "fx/dummy.tik"
$playersound3 notsolid

thread unflash
wait 1
setcvar "r_fastsky" "0.5"
$world farplane level.farplane

if (level.windtime == NIL)
level.windtime = 15

if (level.shuttertime == NIL)
level.shuttertime = 0.8

if (level.rainvolume == NIL)
level.rainvolume = -1

if (level.raindensity == NIL)
level.raindensity = -1

if (level.thundertime == NIL)
level.thundertime = 20

thread thunder
if (game.medic != NIL)
thread medicchanger
else
thread weatherchanger

thread treemovement

for (local.i=1;local.i<level.interiors+1;local.i++)
level.interior[local.i] thread rainin

for (local.i=1;local.i<level.exteriors+1;local.i++)
level.exterior[local.i] thread rainout



level.raindest = 0.0

thread weatherpattern
local.raintime = level.time
rainvar:

if (level.rain < level.raindest)
{
thread weatherloop
level.rain = level.rain + 0.1
}
else
if (level.rain > level.raindest)
{
thread weatherloop
level.rain = level.rain - 0.1
}
else
if (level.time > local.raintime)
{
thread weatherloop
local.raintime = level.time + 2
}


wait 0.1

goto rainvar


end





weatherpattern:
if (level.weatherpattern == 0)
{
local.windtime = 15
local.shuttertime = 0.8
local.rainvolume = -1
local.raindensity = -1
local.thundertime = 20
}
else
if (level.weatherpattern == 1)
{
local.windtime = 5
local.shuttertime = 0.3
local.rainvolume = 0.2
local.raindensity = 0.8
local.thundertime = 8
}
else
if (level.weatherpattern == 2)
{
local.windtime = 3
local.shuttertime = 0.2
local.rainvolume = 0.4
local.raindensity = 3
local.thundertime = 6
}
else
if (level.weatherpattern == 3)
{
local.windtime = 1.5
local.shuttertime = 0.1
local.rainvolume = 1
local.raindensity = 10
local.thundertime = 4
}


// local.trans = 0.15
local.trans = 0.07
level.windtime = (local.windtime * local.trans + (level.windtime * (1 - local.trans)))
level.shuttertime = (local.shuttertime * local.trans + (level.shuttertime * (1 - local.trans)))
level.raindensity = (local.raindensity * local.trans + (level.raindensity * (1 - local.trans)))
level.rainvolume = (local.rainvolume * local.trans + (level.rainvolume * (1 - local.trans)))
level.thundertime = (local.thundertime * local.trans + (level.thundertime * (1 - local.trans)))
//println ("Current wind:" + level.windtime + " current shutter:" + level.shuttertime + " current raindensity:" + level.raindensity + " current rainvolume:" + level.rainvolume + " current thundertime:" + level.thundertime)

if ((level.raindensity > 0.4) && (level.rainvolume < 0.1))
level.rainvolume = 0.1

wait 1
goto weatherpattern
end

weatherchanger:

level.weatherpattern = 0
wait 4
w:
level.weatherpattern = 1
wait 10
level.weatherpattern = 2
wait 15
level.weatherpattern = 3

wait 60
level.weatherpattern = 2
wait 15
level.weatherpattern = 1
wait 60
// level.weatherpattern = 0
// wait 60
goto w

end

// 77
medicchanger:

level.weatherpattern = 0
wait 5
w2:
level.weatherpattern = 1
wait 10
level.weatherpattern = 2
wait 15
level.weatherpattern = 3

wait 20
level.weatherpattern = 2
wait 5
level.weatherpattern = 0
wait 15
// level.weatherpattern = 0
// wait 60
goto w2

end




/*

thunder:
wait (level.thundertime + randomint( (level.thundertime * 1.5) ))
local.num = (randomint (3) + 1)
if (local.num == 1)
{
thread flash
wait 0.2
thread unflash
wait 0.3
thread flash
wait 0.1
thread unflash
wait 1
thread flash
wait 0.1
thread unflash
wait (1 + (randomfloat(2)))
}
else
if (local.num == 2)
{
thread flash
wait 0.1
thread unflash
wait 0.4
thread flash
wait 1
thread unflash
wait 0.1
thread flash
wait 0.2
thread unflash
wait (1 + (randomfloat(2)))
}
else
if (local.num == 3)
{
thread flash
wait 0.5
thread unflash
wait 0.3
thread flash
wait 0.2
thread unflash
wait 0.2
thread flash
wait 0.1
thread unflash
wait (1 + (randomfloat(2)))
}

if (game.medic == NIL)
for(local.i = 0; local.i <= $player.size; local.i++)
{
$player[local.i] playsound thunder
}
goto thunder

end

flash:
setcvar "r_fastsky" "1"


local.randoa=randomint(8.8)
local.randob=randomint(8.8)
local.randoc=randomint(8.8)
local.randod=randomint(1000)+700

$world farplane_color (9.2/local.randoa/10.1) (9.2/local.randob/10.1) (9.2/local.randoc/10.1)
$world farplane local.randod
for (local.i=1;local.i<level.weatherFs+1;local.i++)
level.weatherF[local.i] show

end

unflash:
setcvar "r_fastsky" "0"
$world farplane_color level.farplane_color
$world farplane level.farplane
for (local.i=1;local.i<level.weatherFs+1;local.i++)
level.weatherF[local.i] hide

end
*/

weatherloop:
weatherlooper:
if (level.raindensity < 0)
level.rain_density = 0
else
if (level.raindensity < 1)
level.rain_density = level.raindensity * 10
else
if (level.raindensity < 10)
level.rain_density = level.raindensity
else
level.rain_density = 0.003

level.rain_density = level.raindensity // WTF Mackey?

if (level.raindensity < 5)
local.raindensity = 50
else
local.raindensity = (50 + ((level.raindensity - 5) * 8))

level.rain_slant = local.raindensity

local.rainvolume = level.rainvolume - 0.3
local.rainvolume = local.rainvolume - level.rain

/*
if (level.startedrainsound1 == 0)
{
level.startedrainsound1 = 1
$playersound thread replaysound
}

*/

if (local.rainvolume > 0)
$playersound loopsound rain_ext (local.rainvolume + 0.2) "levelwide"
else
$playersound loopsound rain_ext 0

/*
if (level.startedrainsound2 == 0)
{
level.startedrainsound2 = 1
$playersound2 thread replaysound2
}

*/

if (level.rainvolume > 0.4)
local.rainvolume = (0.4 - (level.rainvolume - 0.4))
else
local.rainvolume = level.rainvolume

local.rainvolume = local.rainvolume - level.rain

if (local.rainvolume < 0.0)
$playersound2 loopsound rain_puddle 0
else
$playersound2 loopsound rain_puddle (local.rainvolume + 0.2) "levelwide"


local.rainvolume = level.rainvolume - (1.0 - level.rain)

if (local.rainvolume < 0.0)
$playersound3 loopsound rain_int 0
else
$playersound3 loopsound rain_int (local.rainvolume + 0.2) "levelwide"


for (local.i=1;local.i<level.weatherRs+1;local.i++)
{
if (level.rainvolume < 0)
level.weatherR[local.i] stoploopsound
else
{
level.weatherR[local.i] loopsound rain_roof (level.rainvolume + 0.2) // "levelwide"
// println ("rainroof at " + ((level.rainvolume + 0.2) / 2.5))
}

}

for (local.i=1;local.i<level.weatherWs+1;local.i++)
{
if (level.rainvolume < 0)
level.weatherW[local.i] stoploopsound
else
level.weatherW[local.i] loopsound rain_window (level.rainvolume + 0.2) // "levelwide"
}

/*
for (local.i=1;local.i<level.winds+1;local.i++)
{
if (level.rainvolume < 0)
level.wind[local.i] stoploopsound
else
if (level.rainvolume > 0.5)
level.wind[local.i] loopsound "sound/environment/wind_weak.wav" (level.rainvolume + 0.2) 192
else
level.wind[local.i] loopsound "sound/environment/wind_strong.wav" level.rainvolume 192
}
*/


end

treemovement:
local.num = (level.raindensity + 1.5) / 2.5
setcvar "r_static_shadermultiplier1" local.num
wait 1
goto treemovement
end


playersoundorg:

for(local.i = 0; local.i <= $player.size; local.i++)
{
self.origin = $player[local.i].origin
}
end

rainin:
self waittill trigger
level.raindest = 1.0
wait 0.1
goto rainin
end

rainout:
self waittill trigger
level.raindest = 0.0
wait 0.1
goto rainout
end

replaysound:
wait 35.5

$playersound stopsound 5

local.rainvolume = level.rainvolume - 0.3
local.rainvolume = local.rainvolume - level.rain

if (local.rainvolume > 0)
$playersound loopsound rain_ext (local.rainvolume + 0.2) "levelwide"
else
$playersound loopsound rain_ext 0
goto replaysound
end

replaysound2:
wait 14

$playersound2 stopsound 5


if (level.rainvolume > 0.4)
local.rainvolume = (0.4 - (level.rainvolume - 0.4))
else
local.rainvolume = level.rainvolume

local.rainvolume = local.rainvolume - level.rain

if (local.rainvolume < 0.0)
$playersound2 loopsound rain_puddle 0
else
$playersound2 loopsound rain_puddle (local.rainvolume + 0.2) "levelwide"
goto replaysound2
end

local.fix1 = spawn script_model
local.fix1 model "emitters/fireandsmoke.tik"
local.fix1.origin = ( -2517.29 1513.02 462.86 )
local.fix1.angles = ( 0 0 0 )
local.fix1.scale = 5.5

thread boomcrate1

//------------------------------------------------------->
// EXPLOSIVE CRATE SPAWN THREADS
//------------------------------------------------------->

boomcrate1:

local.crate1 = spawn script_model
local.crate1.targetname = "explosive_crate1"
local.crate1 model "static/indycrate.tik"
local.crate1.origin = ( -2687.50 -2389.58 -98.70 )
local.crate1.angles = (0 0 0) // if angles changed, adjust trigger setsize
spawn script_origin targetname "killspot1"
$killspot1.origin = (local.crate1.origin + (0 0 64))
spawn trigger_multiple targetname "crate_trigger6" "spawnflags" "128" "health" "1"
$crate_trigger6.origin = (local.crate1.origin)
$crate_trigger6 setsize ( -27 -38 0 ) ( 27 38 49 )
$crate_trigger6 waittill trigger

spawn "animate/fx_explosion_mine" targetname "explode_crate1" angle "-1" origin local.crate1.origin
$explode_crate1 anim start
radiusdamage $killspot1 450 556 // numbers are damage and radius
local.crate1 hide
$crate_trigger6 remove // may not be needed because trigger is killed
$killspot1 remove
wait 10
$explode_crate1 remove
local.crate1 show
local.crate1 remove
thread boomcrate1
end


local.static = spawn script_model
local.static model "static/indycrate.tik"
local.static.origin = ( -3541 -2089 64 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static immune bullet
local.static immune fast_bullet
local.static immune bash
local.static immune mg
local.static immune rifle
local.static immune explosion
local.static nodamage

local.trig = spawn trigger_multiple
local.trig.origin = ( -3106.83 -1869.70 -22.56 )
local.trig setsize ( 0 0 0 ) ( 0 0 0 )
local.trig setthread boomerweenie
local.trig message "****You Got A Bomb!****"
local.trig wait 0
local.trig delay 0

local.rocket1 = spawn script_model
local.rocket1 model "AMMO/us_bomb.tik"
local.rocket1.origin = ( -3106.83 -1869.70 -22.56 )
local.rocket1.scale = .5
local.rocket1 light 0 0 1 65
local.rocket1 rotatey 360
local.rocket1 rotatez -360
local.rocket1 time 10
local.rocket1 notsolid

end

cheat:
local.player=parm.other
if(local.player.ischeats==1)
end

local.player.ischeats=1
wait .5
if(local.player.isfiredboomerweenie == 1)
{
local.laser21 remove
local.laser22 remove
local.thing remove
local.player.isfiredboomerweenie=0
local.player.istake=0

}


wait .5
local.player.ischeats=0
local.player respawn
end

boomerweenie:
local.player=parm.other
if(local.player.isfiredboomerweenie==1)
end

local.player.isfiredboomerweenie=1
local.player iprint "**Aperte E para Soltar a bomba!**"
local.player playsound plantbomb1


local.thing = spawn script_object
local.thing model AMMO/us_bomb.tik
local.thing.scale = .2
local.thing attach local.player "tag_weapon_left"


if ((isalive local.player) && (local.player.useheld==1))
local.player.counter = 0
while ((isalive local.player) && (local.player.useheld==0))
wait .1


if(local.player.dmteam == "spectator")
{
local.laser21 remove
local.laser22 remove
local.thing remove
local.player.isfiredboomerweenie=0
local.player.istake=0
}

if(local.player.health <= 0)
{
local.laser21 remove
local.laser22 remove
local.thing remove
local.player.isfiredboomerweenie=0
local.player.istake=0
}

if(local.player.isfiredboomerweenie==0)
end


local.groundtarget = spawn script_origin
local.groundspot_target = spawn script_origin

local.fwd_vec = angles_toforward local.player.viewangles
local.start = local.player gettagposition "Bip01 Head"

local.range = 10240

local.groundtarget.origin = trace (local.start + local.fwd_vec * 64) (local.start + local.fwd_vec * local.range ) 0

local.laser21 = spawn script_model
local.laser21 model "AMMO/us_bomb.tik" targetname "boomerweenie"
local.laser21.origin = local.start
local.laser21.angles = self.angles
local.laser21.scale = .2
local.laser21 notsolid
local.laser21 light 1 0 0 60
local.laser22 = spawn script_model
local.laser22.origin = local.laser21.origin
local.laser22 notsolid
local.laser22 light 1 1 0 60
local.laser22 glue local.laser21


if (local.player.dmteam == "allies")
{
local.laser21 light 0 0 1 150
}
else
{
local.laser21 light 1 0 0 150
}


local.thing remove

$boomerweenie physics_off

local.showspot = 1

local.laser21 playsound snd_b_zing8
local.laser22 playsound snd_b_zing8
local.laser21 playsound snd_b_zing8
local.laser22 playsound snd_b_zing8
local.laser21 playsound snd_b_zing8
local.laser22 playsound snd_b_zing8
local.laser21 playsound snd_b_zing8
local.laser22 playsound snd_b_zing9
local.laser21 playsound snd_b_zing9
local.laser22 playsound snd_b_zing9
local.laser21 playsound snd_b_zing9
local.laser22 playsound snd_b_zing9
local.laser21 loopsound snd_b_zing9
local.laser22 loopsound snd_b_zing9

local.laser21 time 1
local.laser21 moveto local.groundtarget.origin
local.laser21 waitmove

local.Exp21 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp22 = spawn "animate/fx_mortar_dirt.tik"
local.Exp21.origin = local.groundtarget.origin
local.Exp21.scale = .6
local.Exp21 light 1 0 0 250
local.Exp21 anim start
local.Exp22.origin = local.groundtarget.origin
local.Exp22.scale = .2
local.Exp22 light 1 0 0 150
local.Exp22 anim start
wait .7
local.Exp21 anim stop
local.Exp22 anim stop
local.Exp21 remove
local.Exp22 remove


local.laser21 stoploopsound
local.laser22 stoploopsound
local.laser21 remove
local.laser22 remove


if((local.player isTouching local.Exp31) && (local.player.health <= 0))
{

}
local.Exp31 anim stop
local.Exp31 remove
local.Exp32 anim stop
local.Exp32 remove


local.groundtarget remove
local.groundspot_target remove
wait .1

local.player.isfiredboomerweenie=0
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


teleporter: // church tower

local.ent = spawn script_model targetname ent
local.ent model "fx/corona_red.tik"
local.ent.origin = ( -1049 -766 292 )
local.ent scale 3

local.teletrig = spawn trigger_multiple targetname tele_trig
local.teletrig.origin = ( -1049 -766 292 )
local.teletrig setsize ( -30 -30 0 ) ( 30 30 50 )
local.teletrig setthread teleport_player

end

teleport_player:

local.player = parm.other
$tele_trig nottriggerable
$tele_trig hide
$ent2 hide

local.player tele ( -637 -869 662 )
local.player iprint ("Lader Fix!")

wait 2

$tele_trig show
$tele_trig triggerable

end

teleporter2: //tank road center up

local.ent = spawn script_model targetname ent2
local.ent model "fx/corona_red.tik"
local.ent.origin = ( -2526 -764 296 )
local.ent scale 3

local.teletrig = spawn trigger_multiple targetname tele_trig2
local.teletrig.origin = ( -2526 -764 296 )
local.teletrig setsize ( -20 -20 0 ) ( 20 20 30 )
local.teletrig setthread teleport_player2

end

teleport_player2:

local.player = parm.other
$tele_trig2 nottriggerable
$tele_trig2 hide
$ent2 hide

local.player tele ( -2452 -576 500 )
local.player iprint ("You climbed the wall!")
local.player nodamage //allow anti spawnkill
local.player light 1 0 0 50

wait 2

local.player takedamage
local.player lightoff

$ent2 show
$tele_trig2 show
$tele_trig2 triggerable

end

teleporter3: //tank road center down

local.ent = spawn script_model targetname ent3
local.ent model "fx/corona_red.tik"
local.ent.origin = ( -2219 -451 500 )
local.ent scale 3

local.teletrig = spawn trigger_multiple targetname tele_trig3
local.teletrig.origin = ( -2219 -451 500 )
local.teletrig setsize ( -20 -20 0 ) ( 20 20 50 )
local.teletrig setthread teleport_player3

end

teleport_player3:

local.player = parm.other
$tele_trig3 nottriggerable
$tele_trig3 hide
$ent3 hide

local.player tele ( -2320 -760 296 )
local.player iprint ("You jumped down!")
local.player nodamage //allow anti spawnkill
local.player light 1 0 0 50

wait 2

local.player takedamage
local.player lightoff

$ent3 show
$tele_trig3 show
$tele_trig3 triggerable

end

teleporter4: // tank road west over

local.ent = spawn script_model targetname ent4
local.ent model "fx/corona_red.tik"
local.ent.origin = ( -2604 -8 290 )
local.ent scale 3

local.teletrig = spawn trigger_multiple targetname tele_trig4
local.teletrig.origin = ( -2604 -8 290 )
local.teletrig setsize ( -20 -20 0 ) ( 20 20 50 )
local.teletrig setthread teleport_player4

end

teleport_player4:

local.player = parm.other
$tele_trig4 nottriggerable
$tele_trig4 hide
$ent4 hide

local.player tele ( -2586 98 392 )
local.player iprint ("You jumped over the wall!")
local.player nodamage //allow anti spawnkill
local.player light 1 0 0 50

wait 2

local.player takedamage
local.player lightoff

$ent4 show
$tele_trig4 show
$tele_trig4 triggerable

end

teleporter5: // tank road west over 2

local.ent = spawn script_model targetname ent5
local.ent model "fx/corona_red.tik"
local.ent.origin = ( -2175 288 630 )
local.ent scale 3

local.teletrig = spawn trigger_multiple targetname tele_trig5
local.teletrig.origin = ( -2175 288 630 )
local.teletrig setsize ( -20 -20 0 ) ( 20 20 50 )
local.teletrig setthread teleport_player5

end

teleport_player5:

local.player = parm.other
$tele_trig5 nottriggerable
$tele_trig5 hide
$ent5 hide

local.player tele ( -2234 375 528 )
local.player iprint ("VOCE E UM GAYY!!!")
local.player nodamage //allow anti spawnkill
local.player light 1 0 0 50

wait 2

local.player takedamage
local.player lightoff

$ent5 show
$tele_trig5 show
$tele_trig5 triggerable



MY msn IS GABIRUGT@HOTMAIL.COM

Posted: Mon Sep 28, 2009 4:12 pm
by jv_map
Uh, what? :?

Re: Rain Map Dm/mohadm2 My Script

Posted: Mon Sep 28, 2009 5:36 pm
by gabiru
gabiru wrote:


// DESTROYED VILLAGE
// ARCHITECTURE: NED
// SCRIPTING: NED

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Destroyed Village"
setcvar "g_obj_alliedtext2" ".:[C|K|C]:."
setcvar "g_obj_alliedtext3" "TUBARAO BRANCO"
setcvar "g_obj_axistext1" "Map Mods"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm2"

// 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/mohdm2.scr
level.script = maps/test_jeepfahrt.scr
exec global/ambient.scr mohdm2
exec globals/bomb.scr ( -3106.83 -1869.70 -22.56 )
exec global/minefield.scr::minefield_setup
exec global/weather.scr
exec gobal/CrazyWeather.scr::start



local.static = spawn script_model
local.static model "static/indycrate.tik"
local.static.origin = ( -1428 -3320 192 )
local.static.angles = ( 0 )
local.static solid
local.static immune bullet
local.static immune fast_bullet
local.static immune bash
local.static immune mg
local.static immune rifle
local.static immune explosion
local.static nodamage

local.mp44 = spawn models/weapons/kar98sniper.tik
local.mp44.origin = ( -780 -945 564)
local.mp44.angles = ( 0 -125 80 )

local.shelf = spawn script_model
local.shelf model "static/bunkershelves.tik"
local.shelf.origin = ( -925 -770 255 )
local.shelf.angles = ( 0 90 0 )

local.shelf = spawn script_model
local.shelf model "static/bunkershelves.tik"
local.shelf.origin = ( -1045 -600 255 )
local.shelf.angles = ( 0 0 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -2640 1840 216 )
local.rifle1.angles = ( 0 135 0 )
//ammo on shelves
local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -925 -770 291 )
local.rifle1.angles = ( 0 91 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1045 -600 291 )
local.rifle1.angles = ( 0 91 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1045 -576 309.5 )
local.rifle1.angles = ( 0 91 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1045 -613 327 )
local.rifle1.angles = ( 0 91 0 )


local.pistol1 = spawn models/items/item_pistol_ammobox.tik
local.pistol1.origin = ( -900 -770 346 )
local.pistol1.angles = ( 0 0 0 )

local.pistol1 = spawn models/items/item_pistol_ammobox.tik
local.pistol1.origin = ( -945 -770 327 )
local.pistol1.angles = ( 0 15 0 )

local.pistol1 = spawn models/items/item_pistol_ammobox.tik
local.pistol1.origin = ( -1045 -596 309.5 )
local.pistol1.angles = ( 0 15 0 )

local.AmmoGrenade1 = spawn models/items/item_grenade_ammobox.tik
local.AmmoGrenade1.origin = ( -936 -770 327 )
local.AmmoGrenade1.angles = ( 0 45 0 )

local.AmmoMG5 = spawn models/items/item_mg_ammobox.tik
local.AmmoMG5.origin = ( -910 -770 255 )
local.AmmoMG5.angles = ( 0 134 0 )

local.AmmoSMG3 = spawn models/items/item_smg_ammobox.tik
local.AmmoSMG3.origin = ( -1030 -573 255 )
local.AmmoSMG3.angles = ( 0 -45 0 )

local.AmmoSMG3 = spawn models/items/item_smg_ammobox.tik
local.AmmoSMG3.origin = ( -1030 -590 255 )
local.AmmoSMG3.angles = ( 0 -43 0 )

local.AmmoSMG3 = spawn models/items/item_smg_ammobox.tik
local.AmmoSMG3.origin = ( -3560 -599 8 )
local.AmmoSMG3.angles = ( 0 )

local.shelf = spawn script_model
local.shelf model "static/bunkershelves.tik"
local.shelf.origin = ( -1600 -3338 -20 )
local.shelf.angles = ( 0 0 0 )

local.shelf = spawn script_model
local.shelf model "static/bunkershelves.tik"
local.shelf.origin = ( -1600 -3258 -20 )
local.shelf.angles = ( 0 0 0 )
//bench allies area
local.bench = spawn script_model
local.bench model "static/bunkerbench.tik"
local.bench.origin = ( -2080 -3069 -125 )
local.bench.angles = ( 0 -90 0 )
local.bench.scale = 1
local.bench solid

local.mp40 = spawn models/weapons/mp40.tik
local.mp40.origin = ( -2100 -3069 -97 )
local.mp40.angles = ( 0 0 90 )
// ammo
local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1600 -3338 52.70 )
local.rifle1.angles = ( 0 91 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1600 -3330 16 )
local.rifle1.angles = ( 0 91 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1600 -3256 71 )
local.rifle1.angles = ( 0 91 0 )

local.rifle1 = spawn models/items/item_rifle_ammobox.tik
local.rifle1.origin = ( -1600 -3310 34.5 )
local.rifle1.angles = ( 0 91 0 )

local.pistol1 = spawn models/items/item_pistol_ammobox.tik
local.pistol1.origin = ( -1600 -3329 34.5 )
local.pistol1.angles = ( 0 0 0 )

local.pistol1 = spawn models/items/item_pistol_ammobox.tik
local.pistol1.origin = ( -1600 -3258 34.5 )
local.pistol1.angles = ( 0 15 0 )

local.pistol1 = spawn models/items/item_pistol_ammobox.tik
local.pistol1.origin = ( -1600 -3250 52.7 )
local.pistol1.angles = ( 0 15 0 )

local.AmmoGrenade1 = spawn models/items/item_grenade_ammobox.tik
local.AmmoGrenade1.origin = ( -1600 -3275 52.6 )
local.AmmoGrenade1.angles = ( 0 45 0 )

local.AmmoMG5 = spawn models/items/item_mg_ammobox.tik
local.AmmoMG5.origin = ( -1600 -3250 -20 )
local.AmmoMG5.angles = ( 0 134 0 )

local.healthitem1 = spawn models/items/item_50_healthbox.tik
local.healthitem1.origin = ( -1600 -3239 16 )
local.healthitem1.angles = ( 0 -53 0 )

local.AmmoSMG3 = spawn models/items/item_smg_ammobox.tik
local.AmmoSMG3.origin = ( -1612 -3352 -20 )
local.AmmoSMG3.angles = ( 0 -45 0 )

local.AmmoSMG3 = spawn models/items/item_smg_ammobox.tik
local.AmmoSMG3.origin = ( -1612 -3312 -20 )
local.AmmoSMG3.angles = ( 0 -79 0 )
// removed for Allied assault version
// local.mp44 = spawn models/weapons/mg42carryable.tik
// local.mp44.origin = ( -230 -340 75)
// local.mp44.angles = ( 0 90 0 )

local.mp44 = spawn models/weapons/mp40.tik
local.mp44.origin = ( -238 130 60)
local.mp44.angles = ( -50 0 0 )

local.mp44 = spawn models/weapons/mp44.tik
local.mp44.origin = ( -225 60 60 )
local.mp44.angles = ( -50 0 0 )

local.mp44 = spawn models/weapons/m1_garand.tik
local.mp44.origin = ( -1900 -3330 0 )
local.mp44.angles = ( -50 180 180 )
// changed for Allied assault version
local.mp44 = spawn models/weapons/m1_garand.tik
local.mp44.origin = ( -1900 -3240 0 )
local.mp44.angles = ( -50 180 180 )
// changed for Allied assault version
local.mp44 = spawn models/weapons/thompsonsmg.tik
local.mp44.origin = ( -1910 -3180 -8 )
local.mp44.angles = ( -50 180 180 )

local.mp44 = spawn models/weapons/springfield.tik
local.mp44.origin = ( -1430 -3422 203 )
local.mp44.angles = ( -50 180 180 )

local.dresser = spawn script_model
local.dresser model "static/planningtable.tik"
local.dresser.origin = ( -470 -880 504 )
local.dresser.angle = 90
local.dresser solid
local.dresser immune bullet
local.dresser immune fast_bullet
local.dresser immune bash
local.dresser immune mg
local.dresser immune explosion

local.sand = spawn script_model
local.sand model "static/sandbag_link_bottomcap.tik"
local.sand.origin = ( -541 -930 556 )
local.sand.angles = (0 270 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_main.tik"
local.sand.origin = ( -465 -930 556 )
local.sand.angles = (0 270 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_rightbend.tik"
local.sand.origin = ( -389 -930 556 )
local.sand.angles = (0 -90 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_topcap.tik"
local.sand.origin = ( -389 -880 556 )
local.sand.angles = (0 0 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage
// tank road sand bags
local.sand = spawn script_model
local.sand model "static/sandbag_link_main.tik"
local.sand.origin = ( -2500 -440 480 )
local.sand.angles = (0 180 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_main.tik"
local.sand.origin = ( -2500 -544 480 )
local.sand.angles = (0 180 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_leftbend.tik"
local.sand.origin = ( -2500 -622 480 )
local.sand.angles = (0 270 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_main.tik"
local.sand.origin = ( -2422 -622 480 )
local.sand.angles = (0 270 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_main.tik"
local.sand.origin = ( -2318 -622 480 )
local.sand.angles = (0 270 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage

local.sand = spawn script_model
local.sand model "static/sandbag_link_main.tik"
local.sand.origin = ( -2214 -622 480 )
local.sand.angles = (0 270 0)
local.sand solid
local.sand immune bash
local.sand immune explosion
local.sand immune fast_bullet
local.sand immune bullet
local.sand immune mg
local.sand immune rifle
local.sand nodamage


local.fix1 = spawn script_model
local.fix1 model "static/indycrate.tik"
local.fix1.origin = ( -3562 -1264 8 ) //-1274

local.fix1 = spawn script_model
local.fix1 model "static/indycrate.tik"
local.fix1.origin = ( -3558 -1262 55 ) //-3558 -1260

local.fix1 = spawn script_model
local.fix1 model "static/indycrate.tik"
local.fix1.origin = ( -3556 -1270 102 ) //-3556

local.fix1 = spawn script_model
local.fix1 model "static/indycrate.tik"
local.fix1.origin = ( -3550 -1268 149 )

local.fix1 = spawn script_model
local.fix1 model "static/indycrate.tik"
local.fix1.origin = ( -3572 -1373 8 )

local.fix1 = spawn script_model
local.fix1 model "static/indycrate.tik"
local.fix1.origin = ( -3574 -1373 55 )

// 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/mohdm2.scr
exec global/ambient.scr mohdm2
thread teleporter
thread teleporter2
thread teleporter3
thread teleporter4
thread teleporter5

level waittill spawn

$world farplane 3800
$world farplane_color (.333 .333 .350)
$world farplane_color (.333 .333 .333)

// level.farplane = 2800
// level.farplanecolor = (0.333 0.333 0.359)

//add in our kill brush under the cheat point.
local.killbrush = spawn trigger_hurt
local.killbrush damage 10000
local.killbrush.origin = ( -2200 2200 -80 )
local.killbrush setsize ( -1000 -1000 -120 ) ( 1000 1000 0 )
level waittill spawn

local.static = spawn script_model
local.static model "static/indycrate.tik"
local.static.origin = ( -2900 -2765 65 )
local.static.angles = ( 0 90 0 )
local.static solid
local.static immune bullet
local.static immune fast_bullet
local.static immune bash
local.static immune mg
local.static immune rifle
local.static immune explosion
local.static nodamage


local.fix1 = spawn script_model
local.fix1 model "emitters/fireandsmoke.tik"
local.fix1.origin = ( -52.36 -949.05 -71.88 )
local.fix1.angles = ( 0 0 0 )
local.fix1.scale = 3.20
local.fix1 ghost //Remove this line to make solid

start:

local.weatherf = spawn script_model "targetname" "weatherF" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatherf setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatherf notsolid
local.weatherf show
local.weatherf loopsound rain_ext

local.weatherr = spawn script_model "targetname" "weatherR" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatherr setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatherr notsolid
local.weatherr show

local.weatherw = spawn script_model "targetname" "weatherW" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatherw setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatherw notsolid
local.weatherw show
local.weatherw loopsound wind_weak

local.weatheri = spawn script_model "targetname" "weatherI" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatheri setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatheri notsolid
local.weatheri show
local.weatheri loopsound rain_ext

// 2nd stage, Repeat first

local.weatherf = spawn script_model "targetname" "weatherF" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatherf setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatherf notsolid
local.weatherf show
local.weatherf loopsound rain_ext

local.weatherr = spawn script_model "targetname" "weatherR" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatherr setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatherr notsolid
local.weatherr show

local.weatherw = spawn script_model "targetname" "weatherW" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatherw setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatherw notsolid
local.weatherw show
local.weatherw loopsound wind_weak

local.weatheri = spawn script_model "targetname" "weatherI" "classname" "func_rain" "origin" "( 1 1 1 )"
local.weatheri setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
local.weatheri notsolid
local.weatheri show
local.weatheri loopsound rain_ext

wait 1

thread weather
exec global/weather.scr
end

weather:
//local.weatherroof local.weatherwindow local.weatherin local.weatherout local.weatherflash local.weathertreewind

if (getcvar(superfps) == "1")
end

//level.rain_width = "0.4"
level.rain_min_dist = 512
//setcvar "cg_density" "35"
level.startedrainsound1 = 1
level.startedrainsound2 = 1

level.farplane = $world.farplane
level.farplane_color = $world.farplane_color

$world farplane level.farplane
$world farplane_color level.farplane_color

if (local.weatherf == NULL)
level.weatherFs = 0
else
level.weatherFs = local.weatherf.size

if (level.weatherFs > 0)
level.weatherF = exec global/makearray.scr local.weatherf

if (local.weatherr == NULL)
level.weatherRs = 0
else
level.weatherRs = local.weatherr.size

if (level.weatherRs > 0)
{
for(local.i=1;local.i <= level.weatherR.size;local.i++)
{
level.weatherR[local.i] model "fx/dummy.tik"
}
}

if (local.weatheri == NULL)
level.weatherIs = 0
else
level.weatherIs = local.weatheri.size

if (level.weatherIs > 0)
level.weatherI = exec global/makearray.scr local.weatheri

if (local.weatherw == NULL)
level.weatherWs = 0
else
level.weatherWs = local.weatherw.size

if (level.weatherWs > 0)
{
for(local.i=1;local.i <= level.weatherR.size;local.i++)
{
level.weatherW[local.i] model "fx/dummy.tik"
}
}

if ($wind == NULL)
level.winds = 0
else
level.winds = $wind.size

if (level.winds > 0)
level.wind = exec global/makearray.scr $wind


level waittill spawn
//end

level.rain = 0.0
spawn script_model "targetname" "playersound"
$playersound thread playersoundorg
$playersound model "fx/dummy.tik"
$playersound notsolid

spawn script_model "targetname" "playersound2"
$playersound2 thread playersoundorg
$playersound2 model "fx/dummy.tik"
$playersound2 notsolid

spawn script_model "targetname" "playersound3"
$playersound3 thread playersoundorg
$playersound3 model "fx/dummy.tik"
$playersound3 notsolid

thread unflash
wait 1
setcvar "r_fastsky" "0.5"
$world farplane level.farplane

if (level.windtime == NIL)
level.windtime = 15

if (level.shuttertime == NIL)
level.shuttertime = 0.8

if (level.rainvolume == NIL)
level.rainvolume = -1

if (level.raindensity == NIL)
level.raindensity = -1

if (level.thundertime == NIL)
level.thundertime = 20

thread thunder
if (game.medic != NIL)
thread medicchanger
else
thread weatherchanger

thread treemovement

for (local.i=1;local.i<level.interiors+1;local.i++)
level.interior[local.i] thread rainin

for (local.i=1;local.i<level.exteriors+1;local.i++)
level.exterior[local.i] thread rainout



level.raindest = 0.0

thread weatherpattern
local.raintime = level.time
rainvar:

if (level.rain < level.raindest)
{
thread weatherloop
level.rain = level.rain + 0.1
}
else
if (level.rain > level.raindest)
{
thread weatherloop
level.rain = level.rain - 0.1
}
else
if (level.time > local.raintime)
{
thread weatherloop
local.raintime = level.time + 2
}


wait 0.1

goto rainvar


end





weatherpattern:
if (level.weatherpattern == 0)
{
local.windtime = 15
local.shuttertime = 0.8
local.rainvolume = -1
local.raindensity = -1
local.thundertime = 20
}
else
if (level.weatherpattern == 1)
{
local.windtime = 5
local.shuttertime = 0.3
local.rainvolume = 0.2
local.raindensity = 0.8
local.thundertime = 8
}
else
if (level.weatherpattern == 2)
{
local.windtime = 3
local.shuttertime = 0.2
local.rainvolume = 0.4
local.raindensity = 3
local.thundertime = 6
}
else
if (level.weatherpattern == 3)
{
local.windtime = 1.5
local.shuttertime = 0.1
local.rainvolume = 1
local.raindensity = 10
local.thundertime = 4
}


// local.trans = 0.15
local.trans = 0.07
level.windtime = (local.windtime * local.trans + (level.windtime * (1 - local.trans)))
level.shuttertime = (local.shuttertime * local.trans + (level.shuttertime * (1 - local.trans)))
level.raindensity = (local.raindensity * local.trans + (level.raindensity * (1 - local.trans)))
level.rainvolume = (local.rainvolume * local.trans + (level.rainvolume * (1 - local.trans)))
level.thundertime = (local.thundertime * local.trans + (level.thundertime * (1 - local.trans)))
//println ("Current wind:" + level.windtime + " current shutter:" + level.shuttertime + " current raindensity:" + level.raindensity + " current rainvolume:" + level.rainvolume + " current thundertime:" + level.thundertime)

if ((level.raindensity > 0.4) && (level.rainvolume < 0.1))
level.rainvolume = 0.1

wait 1
goto weatherpattern
end

weatherchanger:

level.weatherpattern = 0
wait 4
w:
level.weatherpattern = 1
wait 10
level.weatherpattern = 2
wait 15
level.weatherpattern = 3

wait 60
level.weatherpattern = 2
wait 15
level.weatherpattern = 1
wait 60
// level.weatherpattern = 0
// wait 60
goto w

end

// 77
medicchanger:

level.weatherpattern = 0
wait 5
w2:
level.weatherpattern = 1
wait 10
level.weatherpattern = 2
wait 15
level.weatherpattern = 3

wait 20
level.weatherpattern = 2
wait 5
level.weatherpattern = 0
wait 15
// level.weatherpattern = 0
// wait 60
goto w2

end




/*

thunder:
wait (level.thundertime + randomint( (level.thundertime * 1.5) ))
local.num = (randomint (3) + 1)
if (local.num == 1)
{
thread flash
wait 0.2
thread unflash
wait 0.3
thread flash
wait 0.1
thread unflash
wait 1
thread flash
wait 0.1
thread unflash
wait (1 + (randomfloat(2)))
}
else
if (local.num == 2)
{
thread flash
wait 0.1
thread unflash
wait 0.4
thread flash
wait 1
thread unflash
wait 0.1
thread flash
wait 0.2
thread unflash
wait (1 + (randomfloat(2)))
}
else
if (local.num == 3)
{
thread flash
wait 0.5
thread unflash
wait 0.3
thread flash
wait 0.2
thread unflash
wait 0.2
thread flash
wait 0.1
thread unflash
wait (1 + (randomfloat(2)))
}

if (game.medic == NIL)
for(local.i = 0; local.i <= $player.size; local.i++)
{
$player[local.i] playsound thunder
}
goto thunder

end

flash:
setcvar "r_fastsky" "1"


local.randoa=randomint(8.8)
local.randob=randomint(8.8)
local.randoc=randomint(8.8)
local.randod=randomint(1000)+700

$world farplane_color (9.2/local.randoa/10.1) (9.2/local.randob/10.1) (9.2/local.randoc/10.1)
$world farplane local.randod
for (local.i=1;local.i<level.weatherFs+1;local.i++)
level.weatherF[local.i] show

end

unflash:
setcvar "r_fastsky" "0"
$world farplane_color level.farplane_color
$world farplane level.farplane
for (local.i=1;local.i<level.weatherFs+1;local.i++)
level.weatherF[local.i] hide

end
*/

weatherloop:
weatherlooper:
if (level.raindensity < 0)
level.rain_density = 0
else
if (level.raindensity < 1)
level.rain_density = level.raindensity * 10
else
if (level.raindensity < 10)
level.rain_density = level.raindensity
else
level.rain_density = 0.003

level.rain_density = level.raindensity // WTF Mackey?

if (level.raindensity < 5)
local.raindensity = 50
else
local.raindensity = (50 + ((level.raindensity - 5) * 8))

level.rain_slant = local.raindensity

local.rainvolume = level.rainvolume - 0.3
local.rainvolume = local.rainvolume - level.rain

/*
if (level.startedrainsound1 == 0)
{
level.startedrainsound1 = 1
$playersound thread replaysound
}

*/

if (local.rainvolume > 0)
$playersound loopsound rain_ext (local.rainvolume + 0.2) "levelwide"
else
$playersound loopsound rain_ext 0

/*
if (level.startedrainsound2 == 0)
{
level.startedrainsound2 = 1
$playersound2 thread replaysound2
}

*/

if (level.rainvolume > 0.4)
local.rainvolume = (0.4 - (level.rainvolume - 0.4))
else
local.rainvolume = level.rainvolume

local.rainvolume = local.rainvolume - level.rain

if (local.rainvolume < 0.0)
$playersound2 loopsound rain_puddle 0
else
$playersound2 loopsound rain_puddle (local.rainvolume + 0.2) "levelwide"


local.rainvolume = level.rainvolume - (1.0 - level.rain)

if (local.rainvolume < 0.0)
$playersound3 loopsound rain_int 0
else
$playersound3 loopsound rain_int (local.rainvolume + 0.2) "levelwide"


for (local.i=1;local.i<level.weatherRs+1;local.i++)
{
if (level.rainvolume < 0)
level.weatherR[local.i] stoploopsound
else
{
level.weatherR[local.i] loopsound rain_roof (level.rainvolume + 0.2) // "levelwide"
// println ("rainroof at " + ((level.rainvolume + 0.2) / 2.5))
}

}

for (local.i=1;local.i<level.weatherWs+1;local.i++)
{
if (level.rainvolume < 0)
level.weatherW[local.i] stoploopsound
else
level.weatherW[local.i] loopsound rain_window (level.rainvolume + 0.2) // "levelwide"
}

/*
for (local.i=1;local.i<level.winds+1;local.i++)
{
if (level.rainvolume < 0)
level.wind[local.i] stoploopsound
else
if (level.rainvolume > 0.5)
level.wind[local.i] loopsound "sound/environment/wind_weak.wav" (level.rainvolume + 0.2) 192
else
level.wind[local.i] loopsound "sound/environment/wind_strong.wav" level.rainvolume 192
}
*/


end

treemovement:
local.num = (level.raindensity + 1.5) / 2.5
setcvar "r_static_shadermultiplier1" local.num
wait 1
goto treemovement
end


playersoundorg:

for(local.i = 0; local.i <= $player.size; local.i++)
{
self.origin = $player[local.i].origin
}
end

rainin:
self waittill trigger
level.raindest = 1.0
wait 0.1
goto rainin
end

rainout:
self waittill trigger
level.raindest = 0.0
wait 0.1
goto rainout
end

replaysound:
wait 35.5

$playersound stopsound 5

local.rainvolume = level.rainvolume - 0.3
local.rainvolume = local.rainvolume - level.rain

if (local.rainvolume > 0)
$playersound loopsound rain_ext (local.rainvolume + 0.2) "levelwide"
else
$playersound loopsound rain_ext 0
goto replaysound
end

replaysound2:
wait 14

$playersound2 stopsound 5


if (level.rainvolume > 0.4)
local.rainvolume = (0.4 - (level.rainvolume - 0.4))
else
local.rainvolume = level.rainvolume

local.rainvolume = local.rainvolume - level.rain

if (local.rainvolume < 0.0)
$playersound2 loopsound rain_puddle 0
else
$playersound2 loopsound rain_puddle (local.rainvolume + 0.2) "levelwide"
goto replaysound2
end

local.fix1 = spawn script_model
local.fix1 model "emitters/fireandsmoke.tik"
local.fix1.origin = ( -2517.29 1513.02 462.86 )
local.fix1.angles = ( 0 0 0 )
local.fix1.scale = 5.5

thread boomcrate1

//------------------------------------------------------->
// EXPLOSIVE CRATE SPAWN THREADS
//------------------------------------------------------->

boomcrate1:

local.crate1 = spawn script_model
local.crate1.targetname = "explosive_crate1"
local.crate1 model "static/indycrate.tik"
local.crate1.origin = ( -2687.50 -2389.58 -98.70 )
local.crate1.angles = (0 0 0) // if angles changed, adjust trigger setsize
spawn script_origin targetname "killspot1"
$killspot1.origin = (local.crate1.origin + (0 0 64))
spawn trigger_multiple targetname "crate_trigger6" "spawnflags" "128" "health" "1"
$crate_trigger6.origin = (local.crate1.origin)
$crate_trigger6 setsize ( -27 -38 0 ) ( 27 38 49 )
$crate_trigger6 waittill trigger

spawn "animate/fx_explosion_mine" targetname "explode_crate1" angle "-1" origin local.crate1.origin
$explode_crate1 anim start
radiusdamage $killspot1 450 556 // numbers are damage and radius
local.crate1 hide
$crate_trigger6 remove // may not be needed because trigger is killed
$killspot1 remove
wait 10
$explode_crate1 remove
local.crate1 show
local.crate1 remove
thread boomcrate1
end


local.static = spawn script_model
local.static model "static/indycrate.tik"
local.static.origin = ( -3541 -2089 64 )
local.static.angles = ( 0 0 0 )
local.static solid
local.static immune bullet
local.static immune fast_bullet
local.static immune bash
local.static immune mg
local.static immune rifle
local.static immune explosion
local.static nodamage

local.trig = spawn trigger_multiple
local.trig.origin = ( -3106.83 -1869.70 -22.56 )
local.trig setsize ( 0 0 0 ) ( 0 0 0 )
local.trig setthread boomerweenie
local.trig message "****You Got A Bomb!****"
local.trig wait 0
local.trig delay 0

local.rocket1 = spawn script_model
local.rocket1 model "AMMO/us_bomb.tik"
local.rocket1.origin = ( -3106.83 -1869.70 -22.56 )
local.rocket1.scale = .5
local.rocket1 light 0 0 1 65
local.rocket1 rotatey 360
local.rocket1 rotatez -360
local.rocket1 time 10
local.rocket1 notsolid

end

cheat:
local.player=parm.other
if(local.player.ischeats==1)
end

local.player.ischeats=1
wait .5
if(local.player.isfiredboomerweenie == 1)
{
local.laser21 remove
local.laser22 remove
local.thing remove
local.player.isfiredboomerweenie=0
local.player.istake=0

}


wait .5
local.player.ischeats=0
local.player respawn
end

boomerweenie:
local.player=parm.other
if(local.player.isfiredboomerweenie==1)
end

local.player.isfiredboomerweenie=1
local.player iprint "**Aperte E para Soltar a bomba!**"
local.player playsound plantbomb1


local.thing = spawn script_object
local.thing model AMMO/us_bomb.tik
local.thing.scale = .2
local.thing attach local.player "tag_weapon_left"


if ((isalive local.player) && (local.player.useheld==1))
local.player.counter = 0
while ((isalive local.player) && (local.player.useheld==0))
wait .1


if(local.player.dmteam == "spectator")
{
local.laser21 remove
local.laser22 remove
local.thing remove
local.player.isfiredboomerweenie=0
local.player.istake=0
}

if(local.player.health <= 0)
{
local.laser21 remove
local.laser22 remove
local.thing remove
local.player.isfiredboomerweenie=0
local.player.istake=0
}

if(local.player.isfiredboomerweenie==0)
end


local.groundtarget = spawn script_origin
local.groundspot_target = spawn script_origin

local.fwd_vec = angles_toforward local.player.viewangles
local.start = local.player gettagposition "Bip01 Head"

local.range = 10240

local.groundtarget.origin = trace (local.start + local.fwd_vec * 64) (local.start + local.fwd_vec * local.range ) 0

local.laser21 = spawn script_model
local.laser21 model "AMMO/us_bomb.tik" targetname "boomerweenie"
local.laser21.origin = local.start
local.laser21.angles = self.angles
local.laser21.scale = .2
local.laser21 notsolid
local.laser21 light 1 0 0 60
local.laser22 = spawn script_model
local.laser22.origin = local.laser21.origin
local.laser22 notsolid
local.laser22 light 1 1 0 60
local.laser22 glue local.laser21


if (local.player.dmteam == "allies")
{
local.laser21 light 0 0 1 150
}
else
{
local.laser21 light 1 0 0 150
}


local.thing remove

$boomerweenie physics_off

local.showspot = 1

local.laser21 playsound snd_b_zing8
local.laser22 playsound snd_b_zing8
local.laser21 playsound snd_b_zing8
local.laser22 playsound snd_b_zing8
local.laser21 playsound snd_b_zing8
local.laser22 playsound snd_b_zing8
local.laser21 playsound snd_b_zing8
local.laser22 playsound snd_b_zing9
local.laser21 playsound snd_b_zing9
local.laser22 playsound snd_b_zing9
local.laser21 playsound snd_b_zing9
local.laser22 playsound snd_b_zing9
local.laser21 loopsound snd_b_zing9
local.laser22 loopsound snd_b_zing9

local.laser21 time 1
local.laser21 moveto local.groundtarget.origin
local.laser21 waitmove

local.Exp21 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp22 = spawn "animate/fx_mortar_dirt.tik"
local.Exp21.origin = local.groundtarget.origin
local.Exp21.scale = .6
local.Exp21 light 1 0 0 250
local.Exp21 anim start
local.Exp22.origin = local.groundtarget.origin
local.Exp22.scale = .2
local.Exp22 light 1 0 0 150
local.Exp22 anim start
wait .7
local.Exp21 anim stop
local.Exp22 anim stop
local.Exp21 remove
local.Exp22 remove


local.laser21 stoploopsound
local.laser22 stoploopsound
local.laser21 remove
local.laser22 remove


if((local.player isTouching local.Exp31) && (local.player.health <= 0))
{

}
local.Exp31 anim stop
local.Exp31 remove
local.Exp32 anim stop
local.Exp32 remove


local.groundtarget remove
local.groundspot_target remove
wait .1

local.player.isfiredboomerweenie=0
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


teleporter: // church tower

local.ent = spawn script_model targetname ent
local.ent model "fx/corona_red.tik"
local.ent.origin = ( -1049 -766 292 )
local.ent scale 3

local.teletrig = spawn trigger_multiple targetname tele_trig
local.teletrig.origin = ( -1049 -766 292 )
local.teletrig setsize ( -30 -30 0 ) ( 30 30 50 )
local.teletrig setthread teleport_player

end

teleport_player:

local.player = parm.other
$tele_trig nottriggerable
$tele_trig hide
$ent2 hide

local.player tele ( -637 -869 662 )
local.player iprint ("Lader Fix!")

wait 2

$tele_trig show
$tele_trig triggerable

end

teleporter2: //tank road center up

local.ent = spawn script_model targetname ent2
local.ent model "fx/corona_red.tik"
local.ent.origin = ( -2526 -764 296 )
local.ent scale 3

local.teletrig = spawn trigger_multiple targetname tele_trig2
local.teletrig.origin = ( -2526 -764 296 )
local.teletrig setsize ( -20 -20 0 ) ( 20 20 30 )
local.teletrig setthread teleport_player2

end

teleport_player2:

local.player = parm.other
$tele_trig2 nottriggerable
$tele_trig2 hide
$ent2 hide

local.player tele ( -2452 -576 500 )
local.player iprint ("You climbed the wall!")
local.player nodamage //allow anti spawnkill
local.player light 1 0 0 50

wait 2

local.player takedamage
local.player lightoff

$ent2 show
$tele_trig2 show
$tele_trig2 triggerable

end

teleporter3: //tank road center down

local.ent = spawn script_model targetname ent3
local.ent model "fx/corona_red.tik"
local.ent.origin = ( -2219 -451 500 )
local.ent scale 3

local.teletrig = spawn trigger_multiple targetname tele_trig3
local.teletrig.origin = ( -2219 -451 500 )
local.teletrig setsize ( -20 -20 0 ) ( 20 20 50 )
local.teletrig setthread teleport_player3

end

teleport_player3:

local.player = parm.other
$tele_trig3 nottriggerable
$tele_trig3 hide
$ent3 hide

local.player tele ( -2320 -760 296 )
local.player iprint ("You jumped down!")
local.player nodamage //allow anti spawnkill
local.player light 1 0 0 50

wait 2

local.player takedamage
local.player lightoff

$ent3 show
$tele_trig3 show
$tele_trig3 triggerable

end

teleporter4: // tank road west over

local.ent = spawn script_model targetname ent4
local.ent model "fx/corona_red.tik"
local.ent.origin = ( -2604 -8 290 )
local.ent scale 3

local.teletrig = spawn trigger_multiple targetname tele_trig4
local.teletrig.origin = ( -2604 -8 290 )
local.teletrig setsize ( -20 -20 0 ) ( 20 20 50 )
local.teletrig setthread teleport_player4

end

teleport_player4:

local.player = parm.other
$tele_trig4 nottriggerable
$tele_trig4 hide
$ent4 hide

local.player tele ( -2586 98 392 )
local.player iprint ("You jumped over the wall!")
local.player nodamage //allow anti spawnkill
local.player light 1 0 0 50

wait 2

local.player takedamage
local.player lightoff

$ent4 show
$tele_trig4 show
$tele_trig4 triggerable

end

teleporter5: // tank road west over 2

local.ent = spawn script_model targetname ent5
local.ent model "fx/corona_red.tik"
local.ent.origin = ( -2175 288 630 )
local.ent scale 3

local.teletrig = spawn trigger_multiple targetname tele_trig5
local.teletrig.origin = ( -2175 288 630 )
local.teletrig setsize ( -20 -20 0 ) ( 20 20 50 )
local.teletrig setthread teleport_player5

end

teleport_player5:

local.player = parm.other
$tele_trig5 nottriggerable
$tele_trig5 hide
$ent5 hide

local.player tele ( -2234 375 528 )
local.player iprint ("VOCE E UM GAYY!!!")
local.player nodamage //allow anti spawnkill
local.player light 1 0 0 50

wait 2

local.player takedamage
local.player lightoff

$ent5 show
$tele_trig5 show
$tele_trig5 triggerable



MY msn IS GABIRUGT@HOTMAIL.COM

Rain is on the Map DESTROYED VILLAGE ok :D

Posted: Wed Sep 30, 2009 6:38 am
by jv_map
Oh, that :)