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