Opera House Testing: help needed

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Draska
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Posts: 9
Joined: Tue Dec 16, 2003 3:14 pm
Location: UK

Opera House Testing: help needed

Post 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). I 'll send a script , just give me your e-mail,
or
you can copy it from the thread (link below)-but please don't confuse
the new script (posted by Draska) with the old one (posted by Bjarne)
in the same thread.

viewtopic.php?t=6067&start=45

Thx
Draska from Flyingsheep
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Post by Bjarne BZR »

So to be very clear, this is the scripts to test:

********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
Admin .MAP Forums
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Head above heels.
Jthig32
Private
Posts: 2
Joined: Tue Feb 03, 2004 8:47 pm
Contact:

Post by Jthig32 »

Hey guys, just wanted to let you know my clan server has been playing the Opera House at times for a couple weeks now. Looks like we've been using an older script, so I'll try this new one out and let you know. About the only bug we've seen is that the second bangalor sometimes won't set.

It never once crashed although we've never had more than about 10 people on it. It's one awesome map though. We love it and would love to help you test any future iterations or any future maps for that matter.

Server Info: Alou's Beach Blast 69.22.144.144:12203
Rifles Only Omaha - No Snipes.

We have theme nights every other weekend which is when you might see Opera in the rotation, or if enough of us clan guys feel like playing it. :-)

Email or PM me if you want any more input before I get back to you.
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