2021-02-18 13:53:14 -06:00

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#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;
}
}