#include maps\mp\_utility; main() { //needs to be first for create fx maps\mp\mp_zoo_fx::main(); precachemodel("collision_wall_256x256x10"); precachemodel("collision_geo_32x32x128"); precachemodel("collision_geo_128x128x10"); precachemodel("collision_geo_64x64x64"); maps\mp\_load::main(); maps\mp\mp_zoo_amb::main(); // maps\mp\_compass::setupMiniMap("compass_map_mp_zoo"); if ( GetDvarInt( #"xblive_wagermatch" ) == 1 ) { maps\mp\_compass::setupMiniMap("compass_map_mp_zoo_wager"); } else { maps\mp\_compass::setupMiniMap("compass_map_mp_zoo"); } // 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); //spawn gates to explain rogue physics collision brush gate1 = Spawn("script_model", (1040, 1495, 56) ); if ( IsDefined(gate1) ) { gate1.angles = (0, 270, 0); gate1 SetModel("p_zoo_bend_gate_mid"); } gate2 = Spawn("script_model", (1104, 1495, 56) ); if ( IsDefined(gate2) ) { gate2.angles = (0, 270, 0); gate2 SetModel("p_zoo_bend_gate_mid"); } // spawn collision for bit of collision above a light in B3 spawncollision("collision_wall_256x256x10","collider",(876, 2034, 169), (0, 90, 0)); // spawn collision to stop players from hiding inside the may-pole. spawncollision("collision_geo_32x32x128","collider",(49, 832, 66), (0, 0, 0)); spawncollision("collision_geo_32x32x128","collider",(49, 832, 194), (0, 0, 0)); // spawn collision to stop players from hiding inside the may-pole base. spawncollision("collision_geo_64x64x64","collider",(47, 833, -16), (0, 0, 0)); spawncollision("collision_geo_64x64x64","collider",(47, 833, -16), (0, 315, 0)); // spawn collision to stop players from standing on collision in aviary. spawncollision("collision_geo_128x128x10","collider",(934, 205, 74), (28.2, 340.6, -38.4)); if ( GetDvarInt( #"xblive_wagermatch" ) == 1 || isPregame() ) { spawncollision("collision_wall_256x256x10","collider",(-5, 821, 72), (0, 297, 0)); } }