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Opera House Testing: help needed

Posted: Sun Feb 01, 2004 5:17 pm
by Draska
Can someone help me with testing The Opera House script?
I believe that all server crashes while running this map were caused
by a previous script. I'd like to update the map, but I have to test the
new script first. Unfortunatelly I can't do it on my own (slow modem
connection). Here comes the code:

********The_Opera_House.scr ********

Code: Select all

// THE OPERA 
// ARCHITECTURE: Draska 
// SCRIPTING: Bjarne Gr?nnevik 
// TEXTURES: Draska 

main: 
   level waittill prespawn 
    
   thread define_level_constants 
   exec global/DMprecache.scr 
   exec global/ambient.scr obj_team4 
   exec global/door_locked.scr::lock      
   thread setup_sound_aliases 
   thread setup_initial_spawns 
   thread global/exploder.scr::main 

   level waittill spawn 
    
   thread dam_operate 
   thread detonator 
   thread door_prep 
   thread elevator1_preparation 
   thread elevator2_preparation 
   thread elevator3_preparation 

   level waittill roundstart 

   $house_explode thread global/obj_dm.scr::bomb_thinker 
   $depot2_boom thread global/obj_dm.scr::bomb_thinker 
   $house_explode thread axis_win_timer 
   thread allies_win_bomb $house_explode $depot2_boom 
   thread bomb1_exploded $house_explode 
   thread bomb2_exploded $depot2_boom 
   thread shingle_setup 
end 


//************* 
//***WINDA 1*** 
//************* 
elevator1_preparation: 
   //*********  BIND  *************** 
   $elevator1_light light 40 40 40 250 
   $elevator1_lamp bind $elevator1_cabin 
   $elevator1_light bind $elevator1_cabin 
   $elevator1_switch_int bind $elevator1_cabin 
   $elevator1_switch_int anim off 

   $winda5_off_trigger.origin = $winda5_off_trigger.origin + ( 0.0 0.0 592.0 ) 
   $winda5_off_trigger bind $elevator1_cabin 
   //***********   Cage   *************** 
   thread elevator1_move_up 

   thread elevator1_standby 
   thread elevator1_call_up_standby 
   thread elevator1_call_down_standby 
   iprintln "elevator1 prepared" 
end 

elevator1_standby: 
    $winda5_off_trigger triggerable 
   while(true) { 
      $winda5_off_trigger waittill trigger 
      iprintln "elevator1 internal triggered" 
      if($elevator1_cabin.state == level.STATE_DOWN) { 
         waitthread elevator1_move_up 
      } else { 
         if($elevator1_cabin.state == level.STATE_UP) { 
            waitthread elevator1_move_down 
         } else { 
            // Elevator is moving ignore the triggering 
         } 
      } 
      waitframe 
   } 
end 

elevator1_call_up_standby: 
   $elevator1_trigger triggerable 
   while(true) { 
      $elevator1_trigger waittill trigger 
      iprintln "elevator1 upper triggered" 
      if($elevator1_cabin.state == level.STATE_DOWN) { 
         waitthread elevator1_move_up 
      } else { 
         $elevator1_trigger playsound m6l2b_generator_off 
      } 
      waitframe 
   } 
end 

elevator1_call_down_standby: 
   $winda1_off_trigger triggerable 
   while(true) { 
      $winda1_off_trigger waittill trigger 
      iprintln "elevator1 lower triggered" 
      if($elevator1_cabin.state == level.STATE_UP) { 
         waitthread elevator1_move_down 
      } else { 
         $winda1_off_trigger playsound m6l2b_generator_off 
      } 
      waitframe 
   } 
end 

elevator1_move_down: 
   //-----INT SWITCH---------- 
   $elevator1_switch_int playsound alarm_switch 
   $elevator1_switch_int anim turn 
   //-----EXT SWITCH---------- 
   $elevator1_switch_ext playsound alarm_switch 
   $elevator1_switch_ext anim turn 
   wait 1 
   $elevator1_switch_int anim on 
   $elevator1_switch_ext anim on 
   //------WROTA-------------- 
   $elevator1_door_upright playsound elevator_gate 
   $elevator1_door_upright moveto $elevator1_way_upright_close 
   $elevator1_door_upright move 
   $elevator1_door_upleft moveto $elevator1_way_upleft_close 
   $elevator1_door_upleft waitmove 
   wait 1 
   //-----KABINA------------ 
   $elevator1_cabin time 4 
   $elevator1_cabin moveto $elevator1_waypoint_down 
   $elevator1_cabin playsound elevator_run 
   $elevator1_cabin waitmove 
   wait 1 
   //------SWICZE OFF------ 
   $elevator1_switch_int anim off 
   $elevator1_switch_ext anim off 
   wait 1 
   $elevator1_door_downright playsound elevator_gate 
   $elevator1_door_downright moveto $elevator1_way_downright_open 
   $elevator1_door_downright move 
   $elevator1_door_downleft moveto $elevator1_way_downleft_open 
   $elevator1_door_downleft waitmove 
   $elevator1_cabin.state = level.STATE_DOWN 
end 

elevator1_move_up: 
   //-----INT SWITCH---------- 
   $elevator1_switch_int playsound alarm_switch 
   $elevator1_switch_int anim turn 
   //-----EXT SWITCH---------- 
   $elevator1_switch_ext playsound alarm_switch 
   $elevator1_switch_ext anim turn 
   wait 1 
   $elevator1_switch_int anim on 
   $elevator1_switch_ext anim on 
   wait 1 
   //------WROTA--------------  
   $elevator1_door_downright playsound elevator_gate 
   $elevator1_door_downright moveto $elevator1_way_downright_close 
   $elevator1_door_downright move 
   $elevator1_door_downleft moveto $elevator1_way_downleft_close 
   $elevator1_door_downleft waitmove 
   wait 1 
   //-------KABINA----------------- 
   $elevator1_cabin time 4 
   $elevator1_cabin moveto $elevator1_waypoint_up 
   $elevator1_cabin playsound elevator_run 
   $elevator1_cabin waitmove 
    
   //------SWICZE OFF------ 
   $elevator1_switch_int anim off 
   $elevator1_switch_ext anim off 
   wait 1 
   //-----WROTA OPEN------- 
   $elevator1_door_upright playsound elevator_gate 
   $elevator1_door_upright moveto $elevator1_way_upright_open 
   $elevator1_door_upright move 
   $elevator1_door_upleft moveto $elevator1_way_upleft_open 
   $elevator1_door_upleft waitmove 
    
   $elevator1_cabin.state = level.STATE_UP 
end 

//************* 
//***WINDA 2*** 
//************* 

elevator2_preparation: 
   //*********  BIND  *************** 
   $elevator2_light light 40 40 40 250 
   $elevator2_lamp bind $elevator2_cabin 
   $elevator2_light bind $elevator2_cabin 
   $elevator2_switch_int bind $elevator2_cabin 
   $elevator2_switch_int anim off 
   $winda6_off_trigger bind $elevator2_cabin 
   //***********   Cage   *************** 
   thread elevator2_move_up 

   thread elevator2_standby 
   thread elevator2_call_up_standby 
   thread elevator2_call_down_standby 
   iprintln "elevator2 prepared" 
end 

elevator2_standby: 
    $winda6_off_trigger triggerable 
   while(true) { 
      $winda6_off_trigger waittill trigger 
      iprintln "elevator2 internal triggered" 
      if($elevator2_cabin.state == level.STATE_DOWN) { 
         waitthread elevator2_move_up 
      } else { 
         if($elevator2_cabin.state == level.STATE_UP) { 
            waitthread elevator2_move_down 
         } else { 
            // Elevator is moving ignore the triggering 
         } 
      } 
      waitframe 
   } 
end 

elevator2_call_up_standby: 
   $elevator2_trigger triggerable 
   while(true) { 
      $elevator2_trigger waittill trigger 
      iprintln "elevator2 upper triggered" 
      if($elevator2_cabin.state == level.STATE_DOWN) { 
         waitthread elevator2_move_up 
      } else { 
         $elevator2_trigger playsound m6l2b_generator_off 
      } 
      waitframe 
   } 
end 

elevator2_call_down_standby: 
   $winda2_off_trigger triggerable 
   while(true) { 
      $winda2_off_trigger waittill trigger 
      iprintln "elevator2 lower triggered" 
      if($elevator2_cabin.state == level.STATE_UP) { 
         waitthread elevator2_move_down 
      } else { 
         $winda2_off_trigger playsound m6l2b_generator_off 
      } 
      waitframe 
   } 
end 

elevator2_move_down: 
   //-----INT SWITCH---------- 
   $elevator2_switch_int playsound alarm_switch 
   $elevator2_switch_int anim turn 
   //-----EXT SWITCH---------- 
   $elevator2_switch_ext playsound alarm_switch 
   $elevator2_switch_ext anim turn 
   wait 1 
   $elevator2_switch_int anim on 
   $elevator2_switch_ext anim on 
   //------WROTA-------------- 
   $elevator2_door_upright playsound elevator_gate 
   $elevator2_door_upright moveto $elevator2_way_upright_close 
   $elevator2_door_upright move 
   $elevator2_door_upleft moveto $elevator2_way_upleft_close 
   $elevator2_door_upleft waitmove 
   wait 1 
   //-----KABINA------------ 
   $elevator2_cabin time 4 
   $elevator2_cabin moveto $elevator2_waypoint_down 
   $elevator2_cabin playsound elevator_run 
   $elevator2_cabin waitmove 
   wait 1 
   //------SWICZE OFF------ 
   $elevator2_switch_int anim off 
   $elevator2_switch_ext anim off 
   wait 1 
   $elevator2_door_downright playsound elevator_gate 
   $elevator2_door_downright moveto $elevator2_way_downright_open 
   $elevator2_door_downright move 
   $elevator2_door_downleft moveto $elevator2_way_downleft_open 
   $elevator2_door_downleft waitmove 
   $elevator2_cabin.state = level.STATE_DOWN 
end 

elevator2_move_up: 
   //-----INT SWITCH---------- 
   $elevator2_switch_int playsound alarm_switch 
   $elevator2_switch_int anim turn 
   //-----EXT SWITCH---------- 
   $elevator2_switch_ext playsound alarm_switch 
   $elevator2_switch_ext anim turn 
   wait 1 
   $elevator2_switch_int anim on 
   $elevator2_switch_ext anim on 
   wait 1 
   //------WROTA--------------  
   $elevator2_door_downright playsound elevator_gate 
   $elevator2_door_downright moveto $elevator2_way_downright_close 
   $elevator2_door_downright move 
   $elevator2_door_downleft moveto $elevator2_way_downleft_close 
   $elevator2_door_downleft waitmove 
   wait 1 
   //-------KABINA----------------- 
   $elevator2_cabin time 4 
   $elevator2_cabin moveto $elevator2_waypoint_up 
   $elevator2_cabin playsound elevator_run 
   $elevator2_cabin waitmove 
    
   //------SWICZE OFF------ 
   $elevator2_switch_int anim off 
   $elevator2_switch_ext anim off 
   wait 1 
   //-----WROTA OPEN------- 
   $elevator2_door_upright playsound elevator_gate 
   $elevator2_door_upright moveto $elevator2_way_upright_open 
   $elevator2_door_upright move 
   $elevator2_door_upleft moveto $elevator2_way_upleft_open 
   $elevator2_door_upleft waitmove 
    
   $elevator2_cabin.state = level.STATE_UP 
end 

//************* 
//***WINDA 3*** 
//************* 

elevator3_preparation: 
   //*********  BIND  *************** 
   $elevator3_light light 40 40 40 250 
   $elevator3_lamp bind $elevator3_cabin 
   $elevator3_light bind $elevator3_cabin 
   $elevator3_switch_int bind $elevator3_cabin 
   $elevator3_switch_int anim off 
   $winda7_off_trigger bind $elevator3_cabin 
   //***********   Cage   *************** 
   thread elevator3_move_up 

   thread elevator3_standby 
   thread elevator3_call_up_standby 
   thread elevator3_call_down_standby 
   iprintln "elevator3 prepared" 
end 

elevator3_standby: 
    $winda7_off_trigger triggerable 
   while(true) { 
      $winda7_off_trigger waittill trigger 
      iprintln "elevator3 internal triggered" 
      if($elevator3_cabin.state == level.STATE_DOWN) { 
         waitthread elevator3_move_up 
      } else { 
         if($elevator3_cabin.state == level.STATE_UP) { 
            waitthread elevator3_move_down 
         } else { 
            // Elevator is moving ignore the triggering 
         } 
      } 
      waitframe 
   } 
end 

elevator3_call_up_standby: 
   $elevator3_trigger triggerable 
   while(true) { 
      $elevator3_trigger waittill trigger 
      iprintln "elevator3 upper triggered" 
      if($elevator3_cabin.state == level.STATE_DOWN) { 
         waitthread elevator3_move_up 
      } else { 
         $elevator3_trigger playsound m6l2b_generator_off 
      } 
      waitframe 
   } 
end 

elevator3_call_down_standby: 
   $winda3_off_trigger triggerable 
   while(true) { 
      $winda3_off_trigger waittill trigger 
      iprintln "elevator3 lower triggered" 
      if($elevator3_cabin.state == level.STATE_UP) { 
         waitthread elevator3_move_down 
      } else { 
         $winda3_off_trigger playsound m6l2b_generator_off 
      } 
      waitframe 
   } 
end 

elevator3_move_down: 
   //-----INT SWITCH---------- 
   $elevator3_switch_int playsound alarm_switch 
   $elevator3_switch_int anim turn 
   //-----EXT SWITCH---------- 
   $elevator3_switch_ext playsound alarm_switch 
   $elevator3_switch_ext anim turn 
   wait 1 
   $elevator3_switch_int anim on 
   $elevator3_switch_ext anim on 
   //------WROTA-------------- 
   $elevator3_door_upright playsound elevator_gate 
   $elevator3_door_upright moveto $elevator3_way_upright_close 
   $elevator3_door_upright move 
   $elevator3_door_upleft moveto $elevator3_way_upleft_close 
   $elevator3_door_upleft waitmove 
   wait 1 
   //-----KABINA------------ 
   $elevator3_cabin time 4 
   $elevator3_cabin moveto $elevator3_waypoint_down 
   $elevator3_cabin playsound elevator_run 
   $elevator3_cabin waitmove 
   wait 1 
   //------SWICZE OFF------ 
   $elevator3_switch_int anim off 
   $elevator3_switch_ext anim off 
   wait 1 
   $elevator3_door_downright playsound elevator_gate 
   $elevator3_door_downright moveto $elevator3_way_downright_open 
   $elevator3_door_downright move 
   $elevator3_door_downleft moveto $elevator3_way_downleft_open 
   $elevator3_door_downleft waitmove 
   $elevator3_cabin.state = level.STATE_DOWN 
end 

elevator3_move_up: 
   //-----INT SWITCH---------- 
   $elevator3_switch_int playsound alarm_switch 
   $elevator3_switch_int anim turn 
   //-----EXT SWITCH---------- 
   $elevator3_switch_ext playsound alarm_switch 
   $elevator3_switch_ext anim turn 
   wait 1 
   $elevator3_switch_int anim on 
   $elevator3_switch_ext anim on 
   wait 1 
   //------WROTA--------------  
   $elevator3_door_downright playsound elevator_gate 
   $elevator3_door_downright moveto $elevator3_way_downright_close 
   $elevator3_door_downright move 
   $elevator3_door_downleft moveto $elevator3_way_downleft_close 
   $elevator3_door_downleft waitmove 
   wait 1 
   //-------KABINA----------------- 
   $elevator3_cabin time 4 
   $elevator3_cabin moveto $elevator3_waypoint_up 
   $elevator3_cabin playsound elevator_run 
   $elevator3_cabin waitmove 
    
   //------SWICZE OFF------ 
   $elevator3_switch_int anim off 
   $elevator3_switch_ext anim off 
   wait 1 
   //-----WROTA OPEN------- 
   $elevator3_door_upright playsound elevator_gate 
   $elevator3_door_upright moveto $elevator3_way_upright_open 
   $elevator3_door_upright move 
   $elevator3_door_upleft moveto $elevator3_way_upleft_open 
   $elevator3_door_upleft waitmove 
    
   $elevator3_cabin.state = level.STATE_UP 
end 

// Axis Victory 
axis_win_timer: 
   level waittill axiswin 
end 

// Allies Victory 
allies_win_bomb local.bomb1 local.bomb2: 
   while (local.bomb1.exploded != 1) 
      waitframe 
   while (local.bomb2.exploded != 1) 
      waitframe 
   teamwin allies 
end 

//*** -------------------------------------------- 
//*** "Depot One Boom" 
//*** -------------------------------------------- 
bomb1_exploded local.bomb1: 
   while (local.bomb1.exploded != 1) 
   wait .1 
   iprintlnbold "Allies have destroyed Western Depot!" 
end 

//*** -------------------------------------------- 
//***         "Depot Two Boom" 
//*** -------------------------------------------- 
bomb2_exploded local.bomb2: 
   while (local.bomb2.exploded != 1) 
   wait .1 
   iprintlnbold "Allies have destroyed Northern Depot!" 
   thread switch_to_forward_spawns 
end 

//***--------------------------------------- 
//***---------"Bangalore"------------------- 
//***--------------------------------------- 
shingle_setup: 
   thread shingle_here_start 
   thread shingle_there_start 
end 

shingle_here_start: 
   $bangalore_trigger_here waittill trigger 
   while (parm.other.dmteam != allies) { 
      $bangalore_trigger_here waittill trigger 
   } 
   $bangalore_here playsound plantbomb1 
   $bangalore_here remove 
   $bangalore_nopulse_here show 
   wait 8 
   $bangalore_explosion_here1 anim start 
   $bangalore_explosion_here2 anim start 
   radiusdamage $bangalore_explosion_here2.origin 640 384 
   $bangalore_nopulse_here remove 
   $barbwire_clip_here remove 
   $barbwire_here remove 
end 

shingle_there_start: 
   $bangalore_trigger_there waittill trigger 
   while (parm.other.dmteam != allies) { 
      $bangalore_trigger_there waittill trigger 
   } 
   $bangalore_there playsound plantbomb1 
   $bangalore_there remove 
   $bangalore_nopulse_there show 
   wait 8 
   $bangalore_explosion_there1 anim start 
   $bangalore_explosion_there2 anim start 
   radiusdamage $bangalore_explosion_there2.origin 640 384 
   $bangalore_nopulse_there remove 
   $barbwire_clip_there remove 
   $barbwire_there remove 
end 

//--------DETONATOR---------- 
detonator: 
   $most_trigger triggerable 
   $most_trigger waittill trigger 
   $most_trigger nottriggerable 
   $detonator1 playsound track_switch2 
   $detonator1 movedown 10 
   $detonator1 waitmove 
   $most_trigger remove 
   exec global/exploder.scr::explode 3 
   radiusdamage $most_epic 350 600 
end 


dam_operate: 
   //-----TRIGGER--------- 
   $dam_trigger triggerable 
   $dam_trigger waittill trigger 
   //-----SWITCH----------- 
   $dam_switch playsound track_switch1 
   $dam_switch anim move 
   //-----DAM GATE---------- 
   $dam_gate playsound elevator_run 
   $dam_gate moveup 100 
   $dam_gate time 7 
   $dam_gate move 
   //-----WATER--------- 
   $woda movedown 54 
   $woda time 8 
   $woda move 
end 


door_prep: 
   $left_door time 3 
   $right_door time 3 
   thread door_close 
   thread door_standby 
end 

door_standby: 
   while(true) { 
      $door_trigger waittill trigger 
      if(level.opera_door_state == level.STATE_CLOSE) { 
         waitthread door_open 
      } else { 
         if(level.opera_door_state == level.STATE_OPEN) { 
            waitthread door_close 
         } else { 
            // Door is moving ignore the triggering 
         } 
      } 
      waitframe 
   } 
end 

door_open: 
   level.opera_door_state = level.STATE_MOVING 
   iprintln "...door opening" 
   $door_switch playsound alarm_switch 
   $door_switch anim turn 
   wait 1 
   $door_switch anim on 
   $left_door moveto $leftdoor_left 
   $left_door move 

   $right_door moveto $rightdoor_right 
   $right_door playsound door_vault_roll_open 
   $right_door waitmove 
   level.opera_door_state = level.STATE_OPEN 
end 

door_close: 
   level.opera_door_state = level.STATE_MOVING 
   $door_switch playsound alarm_switch 
   $door_switch anim turn 
   wait 1 
   $door_switch anim on 

   $left_door moveto $leftdoor_right 
   $left_door move 
      
   $right_door moveto $rightdoor_left 
   $right_door playsound door_vault_roll_close 
   $right_door waitmove 
   level.opera_door_state = level.STATE_CLOSE 
end 

//************ 
// * UTILITIES * 
//********************************************** 


define_level_constants: 
   level.STATE_OPEN = 1 
   level.STATE_CLOSE = 0 
   level.STATE_MOVING = -1 
   level.STATE_UP = 1 
   level.STATE_DOWN = 0 
    
   level.script = maps/obj/The_Opera_House.scr 
    
   level.bomb_damage = 400 
   level.bomb_explosion_radius = 640 
   level.defusing_team = "axis" 
   level.planting_team = "allies" 
   level.targets_to_destroy = 2 
   level.dmrespawning = 1 
   level.dmroundlimit = 20 
   level.clockside = axis 
    
   setcvar "g_obj_alliedtext1" "Destroy  German" 
   setcvar "g_obj_alliedtext2" " ammo depots " 
   setcvar "g_obj_alliedtext3" " " 
   setcvar "g_obj_axistext1" "Defend ammo depots" 
   setcvar "g_obj_axistext2" " " 
   setcvar "g_obj_axistext3" " " 

   setcvar "g_scoreboardpic" "opera_score" 
end 

setup_sound_aliases: 
   local.master = spawn ScriptMaster 
   //local.master aliascache soundalias wavfile soundparms numbers channel loaded maps "mapname" 
   local.master aliascache elevator_run sound/mechanics/Mec_ElevatorRun_01.wav soundparms 1.5 0.0 1.0 0.0 800 3000 auto loaded maps "obj dm" 
   local.master aliascache elevator_gate sound/mechanics/Mec_ElevatorGate_03.wav soundparms 1.5 0.0 1.0 0.0 300 3000 auto loaded maps "obj dm" 
   local.master aliascache arty_exp_water1 sound/weapons/explo/exp_water_01.wav soundparms 1.0 0.2 0.8 0.4 1000 8000 weapon loaded maps "obj dm" 
   local.master aliascache arty_exp_water2 sound/weapons/explo/exp_water_02.wav soundparms 1.0 0.2 0.8 0.4 1000 8000 weapon loaded maps "obj dm" 
   local.master aliascache arty_exp_water3 sound/weapons/explo/exp_water_03.wav soundparms 1.0 0.2 0.8 0.4 1000 8000 weapon loaded maps "obj dm" 
   local.master aliascache track_switch2 sound/mechanics/M1_LeverPull.wav soundparms 1.2 0.0 1.0 0.0 320 2200 auto loaded maps "obj dm" 
   local.master aliascache fence_roll_open sound/mechanics/Fence_Open.wav soundparms 1.2 0.0 1.1 0.0 160 1600 item loaded maps "obj dm" 
   local.master aliascache door_vault_roll_open sound/mechanics/m6l3a_SlidingDoors_Open.wav soundparms 1.0 0.0 1.0 0.0 160 1600 item loaded maps "obj dm" 
   local.master aliascache door_vault_roll_close sound/mechanics/m6l3a_SlidingDoors_Close.wav soundparms 1.0 0.0 1.0 0.0 160 1600 item loaded maps "obj dm" 
   local.master aliascache track_switch1 sound/mechanics/M4_TrackLever.wav soundparms 1.2 0.0 1.2 0.0 320 2200 auto loaded maps "obj dm" 
   local.master aliascache track_switching sound/mechanics/M4_TrainTrackSlide.wav soundparms 1.2 0.0 1.2 0.0 320 2200 auto loaded maps "obj dm" 
   local.master aliascache m6l2b_generator_off sound/mechanics/Mec_GeneratorOff_01.wav soundparms 1.5 0.0 1.0 0.0 160 6000 item loaded maps "obj dm" 
   local.master aliascache stonecrash01 sound/weapons/explo/Explo_StoneMed1.wav soundparms 0.6 0.4 1.0 0.4 2000 8000 auto loaded maps "obj dm" 
   local.master aliascache stonecrash02 sound/weapons/explo/Explo_StoneMed2.wav soundparms 0.6 0.4 1.0 0.4 2000 8000 auto loaded maps "obj dm" 
   local.master aliascache stonecrash03 sound/weapons/explo/Explo_StoneMed1.wav soundparms 0.6 0.4 1.0 0.4 2000 8000 auto loaded maps "obj dm" 
   local.master aliascache stonesmall01 sound/mechanics/Obj_BreakStoneSml_01.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "obj dm" 
   local.master aliascache stonesmall02 sound/mechanics/Obj_BreakStoneSml_02.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "obj dm" 
   local.master aliascache stonesmall03 sound/mechanics/Obj_BreakStoneSml_03.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "obj dm" 
   local.master aliascache stonesmall04 sound/mechanics/Obj_BreakStoneSml_04.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "obj dm" 
   local.master aliascache stonesmall05 sound/mechanics/Obj_BreakStoneSml_01.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "obj dm" 
   local.master aliascache explode_tank1 sound/weapons/explo/Explo_MetalMed1.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps "obj dm" 
   local.master aliascache explode_tank2 sound/weapons/explo/Explo_MetalMed2.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps "obj dm" 
   local.master aliascache explode_tank3 sound/weapons/explo/Explo_MetalMed3.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps "obj dm" 
   local.master aliascache explode_tank4 sound/weapons/explo/Explo_MetalMed4.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps "obj dm" 
   // local.master remove // edit: omit this line 
end 

setup_initial_spawns: 
   $spawn_allies17 disablespawn 
   $spawn_allies18 disablespawn 
   $spawn_allies19 disablespawn 
   $spawn_allies20 disablespawn 
   $spawn_allies21 disablespawn 
   $spawn_allies22 disablespawn 
   $spawn_allies23 disablespawn 
   $spawn_allies24 disablespawn 
   $spawn_allies25 disablespawn 
   $spawn_allies26 disablespawn 
   $spawn_allies27 disablespawn 
   $spawn_allies28 disablespawn 
   $spawn_allies29 disablespawn 
   $spawn_allies30 disablespawn 
   $spawn_allies31 disablespawn 
   $spawn_allies32 disablespawn 
end 

switch_to_forward_spawns: 
   $spawn_allies1 disablespawn 
   $spawn_allies2 disablespawn 
   $spawn_allies3 disablespawn 
   $spawn_allies4 disablespawn 
   $spawn_allies5 disablespawn 
   $spawn_allies6 disablespawn 
   $spawn_allies7 disablespawn 
   $spawn_allies8 disablespawn 
   $spawn_allies9 disablespawn 
   $spawn_allies10 disablespawn 
   $spawn_allies11 disablespawn 
   $spawn_allies12 disablespawn 
   $spawn_allies13 disablespawn 
   $spawn_allies14 disablespawn 
   $spawn_allies15 disablespawn 
   $spawn_allies16 disablespawn 
   $spawn_allies17 enablespawn 
   $spawn_allies18 enablespawn 
   $spawn_allies19 enablespawn 
   $spawn_allies20 enablespawn 
   $spawn_allies21 enablespawn 
   $spawn_allies22 enablespawn 
   $spawn_allies23 enablespawn 
   $spawn_allies24 enablespawn 
   $spawn_allies25 enablespawn 
   $spawn_allies26 enablespawn 
   $spawn_allies27 enablespawn 
   $spawn_allies28 enablespawn 
   $spawn_allies29 enablespawn 
   $spawn_allies30 enablespawn 
   $spawn_allies31 enablespawn 
   $spawn_allies32 enablespawn 
end. 
*********The_Opera_House_precache.scr****************

Code: Select all

cache models/animate/electrical_switch_nopulse.tik 
cache models/emitters/explosion_bombwall.tik 
cache models/emitters/explosion_bombdirt.tik 
cache models/animate/fx_mortar_dirt.tik 
cache models/emitters/explosion_tank.tik 
cache models/animate/fx_mortar_water.tik 
cache models/animate/bangalore_pulsating_ghosting.tik 
cache models/animate/bangalore.tik 
cache models/animate/fx_mortar_higgins.tik 
cache models/animate/trainswitch.tik 
cache models/emitters/explosion_bridge.tik 
cache models/statweapons/mg42_gun.tik 
cache models/static/corona_reg.tik 
cache models/fx/dummy.tik 
cache models/lights/ceilinglamp1.tik 
cache models/animate/barbwire_long.tik 
cache models/items/pulse_explosive.tik 
cache models/vehicles/opeltruck_d.tik 
cache models/fx/bh_paper_lite.tik 
cache models/fx/bh_paper_hard.tik 
cache models/fx/bh_wood_lite.tik 
cache models/fx/bh_wood_hard.tik 
cache models/fx/bh_metal_lite.tik 
cache models/fx/bh_metal_hard.tik 
cache models/fx/bh_stone_lite.tik 
cache models/fx/bh_stone_hard.tik 
cache models/fx/bh_dirt_lite.tik 
cache models/fx/bh_dirt_hard.tik 
cache models/fx/bh_grass_lite.tik 
cache models/fx/bh_grass_hard.tik 
cache models/fx/bh_mud_lite.tik 
cache models/fx/bh_mud_hard.tik 
cache models/fx/bh_water_lite.tik 
cache models/fx/bh_water_hard.tik 
cache models/fx/bh_glass_lite.tik 
cache models/fx/bh_glass_hard.tik 
cache models/fx/bh_sand_lite.tik 
cache models/fx/bh_sand_hard.tik 
cache models/fx/bh_foliage_lite.tik 
cache models/fx/bh_foliage_hard.tik 
cache models/fx/bh_snow_lite.tik 
cache models/fx/bh_snow_hard.tik 
cache models/fx/bh_carpet_lite.tik 
cache models/fx/bh_carpet_hard.tik 
cache models/fx/bh_human_uniform_lite.tik 
cache models/fx/bh_human_uniform_hard.tik 
cache models/fx/water_trail_bubble.tik 
cache models/fx/grenexp_base.tik 
cache models/fx/bazookaexp_base.tik 
cache models/fx/grenexp_paper.tik 
cache models/fx/grenexp_wood.tik 
cache models/fx/grenexp_metal.tik 
cache models/fx/grenexp_stone.tik 
cache models/fx/grenexp_dirt.tik 
cache models/fx/grenexp_grass.tik 
cache models/fx/grenexp_mud.tik 
cache models/fx/grenexp_water.tik 
cache models/fx/grenexp_gravel.tik 
cache models/fx/grenexp_sand.tik 
cache models/fx/grenexp_foliage.tik 
cache models/fx/grenexp_snow.tik 
cache models/fx/grenexp_carpet.tik 
cache models/fx/water_ripple_still.tik 
cache models/fx/water_ripple_moving.tik 
cache models/fx/barrel_oil_leak_big.tik 
cache models/fx/barrel_oil_leak_medium.tik 
cache models/fx/barrel_oil_leak_small.tik 
cache models/fx/barrel_oil_leak_splat.tik 
cache models/fx/barrel_water_leak_big.tik 
cache models/fx/barrel_water_leak_medium.tik 
cache models/fx/barrel_water_leak_small.tik 
cache models/fx/barrel_water_leak_splat.tik 
cache models/fx/fs_light_dust.tik 
cache models/fx/fs_heavy_dust.tik 
cache models/fx/fs_dirt.tik 
cache models/fx/fs_grass.tik 
cache models/fx/fs_mud.tik 
cache models/fx/fs_puddle.tik 
cache models/fx/fs_sand.tik 
cache models/fx/fs_snow.tik 
cache models/items/binoculars.tik 
cache models/items/dm_50_healthbox.tik 
cache models/items/explosive.tik