iw6-scripts-dev/maps/mp/mp_zebra.gsc
2024-12-11 11:28:08 +01:00

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#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 ] );
}
}
}
}
}