#include maps\mp\_utility; main() { //needs to be first for create fx maps\mp\mp_villa_fx::main(); precachemodel("collision_geo_64x64x256"); precachemodel("collision_geo_32x32x128"); precachemodel("collision_geo_32x32x32"); maps\mp\_load::main(); maps\mp\mp_villa_amb::main(); if ( GetDvarInt( #"xblive_wagermatch" ) == 1 ) { maps\mp\_compass::setupMiniMap("compass_map_mp_villa_wager"); } else { maps\mp\_compass::setupMiniMap("compass_map_mp_villa"); } // If the team nationalites change in this file, // you must update the team nationality in the level's csc file as well! maps\mp\gametypes\_teamset_cubans::level_init(); // Set up the default range of the compass setdvar("compassmaxrange","2100"); // Set up some generic War Flag Names. // Example from COD5: CALLSIGN_SEELOW_A is the name of the 1st flag in Selow whose string is "Cottage" // The string must have MPUI_CALLSIGN_ and _A. Replace Mapname with the name of your map/bsp and in the // actual string enter a keyword that names the location (Roundhouse, Missle Silo, Launchpad, Guard Tower, etc) game["strings"]["war_callsign_a"] = &"MPUI_CALLSIGN_MAPNAME_A"; game["strings"]["war_callsign_b"] = &"MPUI_CALLSIGN_MAPNAME_B"; game["strings"]["war_callsign_c"] = &"MPUI_CALLSIGN_MAPNAME_C"; game["strings"]["war_callsign_d"] = &"MPUI_CALLSIGN_MAPNAME_D"; game["strings"]["war_callsign_e"] = &"MPUI_CALLSIGN_MAPNAME_E"; game["strings_menu"]["war_callsign_a"] = "@MPUI_CALLSIGN_MAPNAME_A"; game["strings_menu"]["war_callsign_b"] = "@MPUI_CALLSIGN_MAPNAME_B"; game["strings_menu"]["war_callsign_c"] = "@MPUI_CALLSIGN_MAPNAME_C"; game["strings_menu"]["war_callsign_d"] = "@MPUI_CALLSIGN_MAPNAME_D"; game["strings_menu"]["war_callsign_e"] = "@MPUI_CALLSIGN_MAPNAME_E"; // collision keeping players from poking their heads into rock spawncollision("collision_geo_64x64x256","collider",(4790, 1863, 388), (0, 30.8, 0)); // collision keeping players from poking their heads into another rock near the allies spawn spawncollision("collision_geo_32x32x128","collider",(4329, 3735, 144), (0, 0, 0)); // collision keeping players from poking their heads into another rock near D2. spawncollision("collision_geo_32x32x32","collider",(2512, 3818, 113), (0, 45, 0)); // enable new spawning system maps\mp\gametypes\_spawning::level_use_unified_spawning(true); level thread startLightning(); } startLightning() { while(1) { self thread trigger_lightning_exploder(); wait( 30 + randomfloat(40) ); //wait (4); } } trigger_lightning_exploder() { randomExploder = randomint( 4 ); //randomExploder = 3; switch( randomExploder ) { case 0: exploder(1001); playsoundatposition("amb_thunder_clap",( 259.2, -801, 1197 )); //println ("sound exploder 1"); break; case 1: exploder(1002); playsoundatposition("amb_thunder_clap",( 2523, -17012, 1174 )); //println ("sound exploder 2"); break; case 2: exploder(1003); playsoundatposition("amb_thunder_clap",(6457, -611, 1145)); //println ("sound exploder 3"); break; case 3: exploder(1004); playsoundatposition("amb_thunder_clap",(4981, 1335, 890)); //println ("sound exploder 4"); break; } }