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https://github.com/ineedbots/t5_bot_warfare.git
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106 lines
3.3 KiB
Plaintext
106 lines
3.3 KiB
Plaintext
#include maps\mp\_utility;
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main()
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{
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//needs to be first for create fx
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maps\mp\mp_villa_fx::main();
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precachemodel("collision_geo_64x64x256");
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precachemodel("collision_geo_32x32x128");
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precachemodel("collision_geo_32x32x32");
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maps\mp\_load::main();
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maps\mp\mp_villa_amb::main();
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if ( GetDvarInt( #"xblive_wagermatch" ) == 1 )
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{
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maps\mp\_compass::setupMiniMap("compass_map_mp_villa_wager");
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}
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else
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{
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maps\mp\_compass::setupMiniMap("compass_map_mp_villa");
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}
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// If the team nationalites change in this file,
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// you must update the team nationality in the level's csc file as well!
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maps\mp\gametypes\_teamset_cubans::level_init();
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// Set up the default range of the compass
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setdvar("compassmaxrange","2100");
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// Set up some generic War Flag Names.
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// Example from COD5: CALLSIGN_SEELOW_A is the name of the 1st flag in Selow whose string is "Cottage"
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// The string must have MPUI_CALLSIGN_ and _A. Replace Mapname with the name of your map/bsp and in the
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// actual string enter a keyword that names the location (Roundhouse, Missle Silo, Launchpad, Guard Tower, etc)
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game["strings"]["war_callsign_a"] = &"MPUI_CALLSIGN_MAPNAME_A";
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game["strings"]["war_callsign_b"] = &"MPUI_CALLSIGN_MAPNAME_B";
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game["strings"]["war_callsign_c"] = &"MPUI_CALLSIGN_MAPNAME_C";
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game["strings"]["war_callsign_d"] = &"MPUI_CALLSIGN_MAPNAME_D";
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game["strings"]["war_callsign_e"] = &"MPUI_CALLSIGN_MAPNAME_E";
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game["strings_menu"]["war_callsign_a"] = "@MPUI_CALLSIGN_MAPNAME_A";
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game["strings_menu"]["war_callsign_b"] = "@MPUI_CALLSIGN_MAPNAME_B";
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game["strings_menu"]["war_callsign_c"] = "@MPUI_CALLSIGN_MAPNAME_C";
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game["strings_menu"]["war_callsign_d"] = "@MPUI_CALLSIGN_MAPNAME_D";
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game["strings_menu"]["war_callsign_e"] = "@MPUI_CALLSIGN_MAPNAME_E";
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// collision keeping players from poking their heads into rock
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spawncollision("collision_geo_64x64x256","collider",(4790, 1863, 388), (0, 30.8, 0));
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// collision keeping players from poking their heads into another rock near the allies spawn
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spawncollision("collision_geo_32x32x128","collider",(4329, 3735, 144), (0, 0, 0));
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// collision keeping players from poking their heads into another rock near D2.
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spawncollision("collision_geo_32x32x32","collider",(2512, 3818, 113), (0, 45, 0));
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// enable new spawning system
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maps\mp\gametypes\_spawning::level_use_unified_spawning(true);
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level thread startLightning();
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}
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startLightning()
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{
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while(1)
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{
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self thread trigger_lightning_exploder();
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wait( 30 + randomfloat(40) );
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//wait (4);
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}
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}
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trigger_lightning_exploder()
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{
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randomExploder = randomint( 4 );
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//randomExploder = 3;
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switch( randomExploder )
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{
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case 0:
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exploder(1001);
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playsoundatposition("amb_thunder_clap",( 259.2, -801, 1197 ));
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//println ("sound exploder 1");
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break;
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case 1:
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exploder(1002);
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playsoundatposition("amb_thunder_clap",( 2523, -17012, 1174 ));
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//println ("sound exploder 2");
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break;
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case 2:
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exploder(1003);
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playsoundatposition("amb_thunder_clap",(6457, -611, 1145));
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//println ("sound exploder 3");
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break;
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case 3:
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exploder(1004);
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playsoundatposition("amb_thunder_clap",(4981, 1335, 890));
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//println ("sound exploder 4");
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break;
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}
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}
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