#include maps\mp\_utility; #include common_scripts\utility; //======================================================== // main //======================================================== main() { //needs to be first for create fx maps\mp\mp_silo_fx::main(); maps\mp\createart\mp_silo_art::main(); precachemodel("collision_wall_256x256x10"); maps\mp\_load::main(); // maps\mp\_compass::setupMiniMap("compass_map_mp_silo"); if ( GetDvarInt( #"xblive_wagermatch" ) == 1 ) { maps\mp\_compass::setupMiniMap("compass_map_mp_silo_wager"); } else { maps\mp\_compass::setupMiniMap("compass_map_mp_silo"); } /# execdevgui( "devgui_mp_silo" ); #/ maps\mp\mp_silo_amb::main(); // If the team nationalites change in this file, you must also update the level's csc file, // the level's csv file, and the share/raw/mp/mapsTable.csv maps\mp\gametypes\_teamset_urbanspecops::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"; // enable new spawning system maps\mp\gametypes\_spawning::level_use_unified_spawning( true ); level thread crane_container(); //spawning collision in wager match so players can't hide in the spawned plates if ( GetDvarInt( #"xblive_wagermatch" ) == 1 || isPregame() ) { spawncollision("collision_wall_256x256x10","collider",(1527, 71, 16), (0, 337, 0)); } } //======================================================== // cargo_container //======================================================== crane_container() { crane_container = GetEnt( "crane_container", "targetname" ); if( !IsDefined( crane_container ) ) { return; } crane_container thread rotate_crane_container(); } //======================================================== // rotate_crane_container //======================================================== rotate_crane_container() { rotate_time = 8; rotate_angle = 30; self RotateYaw( rotate_angle / 2, rotate_time / 2 ); self waittill( "rotatedone" ); while( true ) { rotate_angle = rotate_angle * -1; self RotateYaw( rotate_angle, rotate_time, rotate_time / 2, rotate_time / 2 ); self waittill( "rotatedone" ); } }