#using scripts\codescripts\struct; #using scripts\shared\util_shared; #using scripts\shared\compass; #using scripts\mp\_load; #using scripts\mp\_util; #using scripts\mp\mp_ruins_fx; #using scripts\mp\mp_ruins_sound; #precache( "model", "collision_physics_wall_512x512x10" ); #precache( "model", "collision_physics_wall_128x128x10" ); #precache( "model", "collision_clip_32x32x32" ); #precache( "model", "collision_clip_32x32x128" ); #precache( "model", "collision_clip_64x64x128" ); #precache( "model", "collision_clip_64x64x256" ); #precache( "model", "collision_clip_128x128x128" ); #precache( "model", "collision_clip_512x512x512" ); #precache( "model", "collision_clip_wall_256x256x10" ); #precache( "model", "collision_clip_wall_512x512x10" ); #precache( "model", "collision_bullet_wall_64x64x10" ); #precache( "model", "p7_ram_castle_blocks_small_bevel_02" ); function main() { precache(); level.cuav_map_percentage = 0.5; level.rotator_x_offset = 3500; level.counter_uav_position_z_offset = 3000; level.cuav_map_x_offset = 3700; level.uav_z_offset = 3000; mp_ruins_fx::main(); mp_ruins_sound::main(); load::main(); compass::setupMiniMap( "compass_map_mp_ruins" ); SetDvar( "compassmaxrange", "2100" ); // Set up the default range of the compass // DT #181354 // SpawnCollision("collision_physics_wall_512x512x10", "collider", ( -11 , 1534 , 234 ), ( 270 , 27 , 82 )); // SpawnCollision("collision_physics_wall_512x512x10", "collider", ( -312 , 1749 , 185 ), ( 279 , 143 , -180 )); // SpawnCollision("collision_physics_wall_512x512x10", "collider", ( -307 , 1487 , 229 ), ( 271 , 220 , -180 )); // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -448 , 1267 , 168 ), ( 0 , 40 , 0 )); // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -522.7 , 1369 , 168 ), ( 0 , 33 , 0 )); // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -126.762 , 1185.86 , 160 ), ( 0 , 124 , 0 )); // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -159.227 , 1235.45 , 228.944 ), ( 270 , 360 , 124 )); // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -241.66 , 1145.06 , 160 ), ( 0 , 95 , 0 )); // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -251.227 , 1203.45 , 228.944 ), ( 270 , 360 , 95 )); // DT #181434 // SpawnCollision("collision_clip_512x512x512", "collider", ( 1575 , 425 , 800 ), ( 0 , 111 , 0 )); // DT #181425 // SpawnCollision("collision_clip_512x512x512", "collider", ( -1441 , -1488 , 800 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_128x128x128", "collider", ( -1280 , -1637 , -112 ), ( 335 , 270 , 0 )); // SpawnCollision("collision_clip_128x128x128", "collider", ( -1557 , -1296 , -112 ), ( 335 , 180 , 0 )); // SpawnCollision("collision_clip_64x64x128", "collider", ( -1570 , -1671 , -98.5 ), ( 335 , 270 , 0 )); // SpawnCollision("collision_clip_64x64x128", "collider", ( -1585 , -1665 , -98.5 ), ( 335 , 225 , 0 )); // SpawnCollision("collision_clip_64x64x128", "collider", ( -1591 , -1650 , -98.5 ), ( 335 , 180 , 0 )); // DT #181416 // SpawnCollision("collision_clip_wall_256x256x10", "collider", ( -797 , 24 , 444 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_wall_256x256x10", "collider", ( -797 , 24 , 700 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_wall_256x256x10", "collider", ( -867 , 24 , 444 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_wall_256x256x10", "collider", ( -867 , 24 , 700 ), ( 0 , 0 , 0 )); // DT #180526 (rock with bad bullet mesh) SpawnCollision("collision_bullet_wall_64x64x10", "collider", ( 228 , -845 , 218 ), ( 0 , 8 , 0 )); SpawnCollision("collision_bullet_wall_64x64x10", "collider", ( 218.5 , -846 , 223 ), ( 0 , 8 , 0 )); // DT #181695 and #181679 Exposed CLip brush behind snake throne // SpawnCollision("collision_clip_wall_512x512x10", "collider", ( -3600 , -256 , 682 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_wall_512x512x10", "collider", ( -3600 , 256 , 682 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_64x64x256", "collider", ( -3573 , 216 , 554 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_64x64x256", "collider", ( -3573 , 216 , 810 ), ( 0 , 0 , 0 )); // DT #181676 Players able to wallrun oob parapets // SpawnCollision("collision_clip_512x512x512", "collider", ( -3024 , -1088 , 880 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_512x512x512", "collider", ( -3024 , -1600 , 880 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_512x512x512", "collider", ( -2608 , -2192 , 880 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_512x512x512", "collider", ( -2608 , -2480 , 880 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_512x512x512", "collider", ( -3120 , -2480 , 880 ), ( 0 , 0 , 0 )); // DT #180752 Missing phys collision on oob parapets // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -2789 , -1024 , 488 ), ( 0 , 270 , -22 )); // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -2789 , -1408 , 488 ), ( 0 , 270 , -22 )); // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -2789 , -1792 , 488 ), ( 0 , 270 , -22 )); // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -2560 , -1957 , 488 ), ( 0 , 0 , -22 )); // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -2373 , -2144 , 488 ), ( 0 , 270 , -22 )); // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -2373 , -2528 , 488 ), ( 0 , 270 , -22 )); // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -2560 , -2715 , 488 ), ( 0 , 180 , -22 )); // SpawnCollision("collision_physics_wall_128x128x10", "collider", ( -2944 , -2715 , 488 ), ( 0 , 180 , -22 )); // DT #181729 // SpawnCollision("collision_clip_128x128x128", "collider", ( -817 , -310 , 557 ), ( 326 , 0 , 0 )); // DT #180507 // SpawnCollision("collision_clip_128x128x128", "collider", ( -254 , 881 , -61 ), ( 54 , 28 , 9 )); // DT #181113 Lower face of textured brush ledge has caulk on it shows umbra leak // block1 = spawn("script_model",( -2436 , -396 , 193 )); // block1.angles = ( 0 , 0 , 0 ); // block1 SetModel("p7_ram_castle_blocks_small_bevel_02"); // DT #180734 Spawning models to fix umbra leaks in fallen tower // block1 = spawn("script_model",( 15 , 943 , 274 )); // block1.angles = ( 349 , 13 , 0 ); // block1 SetModel("p7_ram_castle_blocks_small_bevel_02"); // block2 = spawn("script_model",( 423 , 1145 , 168 )); // block2.angles = ( 346 , 98 , 27 ); // block2 SetModel("p7_ram_castle_blocks_small_bevel_02"); // block3 = spawn("script_model",( 429 , 1126 , 177 )); // block3.angles = ( 345 , 285 , -40 ); // block3 SetModel("p7_ram_castle_blocks_small_bevel_02"); // block4 = spawn("script_model",( 438 , 1100 , 182 )); // block4.angles = ( 350 , 290 , -41 ); // block4 SetModel("p7_ram_castle_blocks_small_bevel_02"); // block5 = spawn("script_model",( 450 , 1072 , 190 )); // block5.angles = ( 350 , 290 , -41 ); // block5 SetModel("p7_ram_castle_blocks_small_bevel_02"); // DT #180723 Spawning models to fix umbra leaks in lower part of the overwatch tower // block1 = spawn("script_model",( -635 , -560 , 49 )); // block1.angles = ( 90 , 268 , -70 ); // block1 SetModel("p7_ram_castle_blocks_small_bevel_02"); // block2 = spawn("script_model",( -597 , -625 , 94 )); // block2.angles = ( 0 , 298 , 0 ); // block2 SetModel("p7_ram_castle_blocks_small_bevel_02"); // block3 = spawn("script_model",( -567 , -716 , 60 )); // block3.angles = ( 43 , 280 , 0 ); // block3 SetModel("p7_ram_castle_blocks_small_bevel_02"); // DT #179603 Spawning collision for issue where players could get the camera into brickmodels on a wall // SpawnCollision("collision_clip_64x64x256", "collider", ( -2440 , 638 , 304 ), ( 0 , 315 , 0 )); // DT #179568 Spawning collision for issue where players could get the camera into trim above door // SpawnCollision("collision_clip_wall_256x256x10", "collider", ( -2323 , 0 , 528 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_wall_256x256x10", "collider", ( -2333 , 0 , 528 ), ( 0 , 0 , 0 )); // Collision added to stop player standing behind rampart // SpawnCollision("collision_clip_32x32x32", "collider", ( -2689 , -902 , 256 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_32x32x32", "collider", ( -2721 , -902 , 256 ), ( 0 , 0 , 0 )); // Collision added to stop player standing on top of curved wall // SpawnCollision("collision_clip_32x32x128", "collider", ( -828 , -1440 , 496 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_32x32x128", "collider", ( -828 , -1440 , 624 ), ( 0 , 0 , 0 )); // SpawnCollision("collision_clip_32x32x128", "collider", ( -828 , -1440 , 752 ), ( 0 , 0 , 0 )); // Collision added to stop player clipping into block in water path // SpawnCollision("collision_clip_32x32x128", "collider", ( -614 , -592 , 101 ), ( 0 , 20 , 0 )); // Stockpile hub points level.cleanDepositPoints = Array ( ( -1019.26 , 288.645 , 128.125 ), ( 903.005 , -1312.42 , 169.069 ), ( 655.802 , 921.63 , 122.651 ), ( -1427.32 , -1488.28 , 112.125 ) ); } function precache() { // DO ALL PRECACHING HERE }