here's the frank:
Code: Select all
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Destroy the"
setcvar "g_obj_alliedtext2" "Disc!"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Protect the"
setcvar "g_obj_axistext2" "Disc"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "romestreets_score"
level waittill prespawn
exec global/DMprecache.scr
exec global/door_locked.scr::lock
//Fog
$world farplane_color "0.2 0.2 0.2"
level.fogplane = 5500
$world farplane level.fogplane
////////>>>>>>>UBERSOUND<<<<<<<<<<<<<<<<<<<<<<<<
local.master = spawn ScriptMaster
local.master aliascache fountain sound/amb/Amb_RainPuddle_01.wav soundparms 0.44 0.0 2.5 0.0 370 800 auto loaded maps "obj/romestreets_obj"
local.master aliascache window_open sound/mechanics/DoorJeepOpen_01.wav soundparms 0.8 0.0 2.5 0.0 200 500 auto loaded maps "obj/romestreets_obj"
local.master aliascache window_close sound/mechanics/DoorWoodClose_01.wav soundparms 1.0 0.0 1.0 0.0 200 500 auto loaded maps "obj/romestreets_obj"
local.master aliascache window_open sound/mechanics/DoorJeepOpen_01.wav soundparms 0.6 0.0 2.5 0.0 200 500 auto loaded maps "obj/romestreets_obj"
local.master aliascache phone_ring sound/mechanics/Mec_PhoneRing_01.wav soundparms 0.4 0.0 1.0 0.0 120 300 auto loaded maps "obj/romestreets_obj"
local.master aliascache damuber sound/amb/Amb_FireLoop_02.wav soundparms 0.5 0.0 1.7 0.0 177 300 auto loaded maps "obj/romestreets_obj"
local.master aliascache ambience sound/amb_stereo/Amb_M1_TownExt.mp3 soundparms 1.3 0.0 1.0 0.0 380 800 auto loaded maps "obj/romestreets_obj"
local.master remove
level waittill spawn
$inferno anim stop
//OBJ STUFF
level.dmrespawning = 0
level.targets_to_destroy = 1
level.clockside = axis
level.dmroundlimit = 5
level.alliesbots = 2
level.axisbots = 4
level.defusing_team = "axis"
level.planting_team = "allies"
level.bomb_damage = 200
level.bomb_explosion_radius = 2048
$panel_bomb thread global/jv_obj_dm.scr::bomb_thinker
waitthread global/jv_bots/jv_mp_ai.scr::enable 0 0 0 0
//Sounds
$speakerphone loopsound phone_ring
$cricketspeaker loopsound ambience
$speaker1 loopsound fountain
$firespeaker loopsound damuber
//WIndow Sound
$romewindow sound_open_start window_open
$romewindow sound_close_start window_close
$romewindow sound_open_end snd_step_paper
$romewindow sound_close_end window_open
//Bar Door
thread trap_door_mover
trap_door_mover:
$trap_door_trigger waittill trigger
$trap_door time 1.2
$trap_door playsound window_open
$trap_door rotateZup 178
$trap_door waitmove
$trap_door playsound door_wood_open_stop
wait 5
$trap_door playsound window_close
$trap_door rotateZdown 178
$trap_door waitmove
$trap_door playsound window_open
goto trap_door_mover
$panel_bomb thread axis_win_timer
thread allies_win_bomb
end
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end
axis_win_timer:
level waittill axiswin
end