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https://github.com/ineedbots/t5_bot_warfare.git
synced 2025-04-21 17:15:42 +00:00
89 lines
3.3 KiB
Plaintext
89 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_zoo_fx::main();
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precachemodel("collision_wall_256x256x10");
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precachemodel("collision_geo_32x32x128");
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precachemodel("collision_geo_128x128x10");
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precachemodel("collision_geo_64x64x64");
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maps\mp\_load::main();
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maps\mp\mp_zoo_amb::main();
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// maps\mp\_compass::setupMiniMap("compass_map_mp_zoo");
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if ( GetDvarInt( #"xblive_wagermatch" ) == 1 )
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{
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maps\mp\_compass::setupMiniMap("compass_map_mp_zoo_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_zoo");
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}
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// If the team nationalites change in this file, you must also update the level's csc file,
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// the level's csv file, and the share/raw/mp/mapsTable.csv
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maps\mp\gametypes\_teamset_urbanspecops::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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// enable new spawning system
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maps\mp\gametypes\_spawning::level_use_unified_spawning(true);
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//spawn gates to explain rogue physics collision brush
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gate1 = Spawn("script_model", (1040, 1495, 56) );
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if ( IsDefined(gate1) )
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{
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gate1.angles = (0, 270, 0);
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gate1 SetModel("p_zoo_bend_gate_mid");
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}
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gate2 = Spawn("script_model", (1104, 1495, 56) );
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if ( IsDefined(gate2) )
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{
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gate2.angles = (0, 270, 0);
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gate2 SetModel("p_zoo_bend_gate_mid");
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}
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// spawn collision for bit of collision above a light in B3
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spawncollision("collision_wall_256x256x10","collider",(876, 2034, 169), (0, 90, 0));
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// spawn collision to stop players from hiding inside the may-pole.
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spawncollision("collision_geo_32x32x128","collider",(49, 832, 66), (0, 0, 0));
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spawncollision("collision_geo_32x32x128","collider",(49, 832, 194), (0, 0, 0));
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// spawn collision to stop players from hiding inside the may-pole base.
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spawncollision("collision_geo_64x64x64","collider",(47, 833, -16), (0, 0, 0));
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spawncollision("collision_geo_64x64x64","collider",(47, 833, -16), (0, 315, 0));
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// spawn collision to stop players from standing on collision in aviary.
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spawncollision("collision_geo_128x128x10","collider",(934, 205, 74), (28.2, 340.6, -38.4));
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if ( GetDvarInt( #"xblive_wagermatch" ) == 1 || isPregame() )
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{
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spawncollision("collision_wall_256x256x10","collider",(-5, 821, 72), (0, 297, 0));
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}
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}
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