#include maps\mp\_utility; #include common_scripts\utility; main() { maps\mp\mp_zebra_precache::main(); maps\createart\mp_zebra_art::main(); maps\mp\mp_zebra_fx::main(); //Solar panels are cut: //level thread maps\mp\mp_zebra_events::solar_panels(); maps\mp\_load::main(); maps\mp\_compass::setupMiniMap( "compass_map_mp_zebra" ); setdvar( "r_lightGridEnableTweaks", 1 ); setdvar( "r_lightGridIntensity", 1.33 ); setdvar_cg_ng( "r_specularColorScale", 1.7 , 10 ); setdvar( "r_reactiveMotionWindAmplitudeScale", 1 ); setdvar( "r_reactiveMotionWindAreaScale", 10); setdvar( "r_reactiveMotionWindDir", (0.3, -1, 0.3) ); setdvar( "r_reactiveMotionWindFrequencyScale", 1 ); setdvar( "r_reactiveMotionWindStrength", 20 ); //SimonT Fixed this script and commented it out as we don't know if we need it //Set bilinear mip for CurrentGen //if ( !is_gen4() ) //{ // setdvar( "r_texFilterProbeBilinear", 1 ); // } game["attackers"] = "allies"; game["defenders"] = "axis"; // JC-10-28-13 - The door triggers were not lined up with the door script model // causing the door to push the player through the ground. Nudge both triggers // into position to fix this. tu_fix_door_trigger_positions(); maps\mp\gametypes\_door::door_system_init( "door_switch" ); } tu_fix_door_trigger_positions() { names = [ "slide_door", "garage_door" ]; foreach ( name in names ) { door_ents = GetEntArray( name, "targetname" ); foreach ( ent in door_ents ) { if ( IsDefined( ent.classname ) && ent.classname == "trigger_multiple" ) { if ( IsDefined( ent.script_parameters ) && IsSubStr( ent.script_parameters, "prone_only=true" ) ) { continue; } if ( name == "slide_door" ) { ent.origin = ( ent.origin[ 0 ] + 4, ent.origin[ 1 ], ent.origin[ 2 ] ); } else if ( name == "garage_door" ) { ent.origin = ( ent.origin[ 0 ] - 8.5, ent.origin[ 1 ], ent.origin[ 2 ] ); } } } } }