Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website. For more mapping and modding information, see our Wiki: MODSonWiki.com
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage #Ambiance,,,,,,,,,,,,,,,,,,,,,,, ambient_mp_msp4,,ambient/amb_russia01b.mp3,0.63,,,,,,,local,streamed,,looping,,mp_msp4,,,,,,,, barrel_explosion,,explosions/exp_armoredcar.wav,0.8,1,,,,50,7000,auto,streamed,,,,mp_msp4,,,,,,,, barrel_explosion_imminent,,misc/metal_stress01.wav,0.6,1,,,,50,2500,auto,streamed,,,,mp_msp4,,,,,,,, barrel_fire,,fire/Fire_Sm_loop01.wav,0.01,1,,,,50,1500,auto,streamed,,,,mp_msp4,,,,,,,, elevator1,,misc/elevator_msp4.wav,0.6,1,,,,50,2500,auto,streamed,,,,mp_msp4,,,,,,,,
main() { maps\mp\barrels::barrelInit(); maps\mp\_load::main(); level thread weaponrespawner("weapons", 1); level.elevatorDown = true; level.elevatorMoving = false; thread elevator_start(); ambientPlay("ambient_mp_msp4"); game["allies"] = "american"; game["axis"] = "german"; game["attackers"] = "allies"; game["defenders"] = "axis"; game["american_soldiertype"] = "normandy"; game["german_soldiertype"] = "normandy"; setcvar("r_glowbloomintensity0","1"); setcvar("r_glowbloomintensity1","1"); setcvar("r_glowskybleedintensity0",".5"); } weaponrespawner(targetname, defaultrespawndelay) { weapons = getentarray(targetname, "targetname"); if(weapons.size > 0) { for(i=0; i < weapons.size; i++) { if(!isdefined(weapons[i].script_timescale)) weapons[i].script_timescale = defaultrespawndelay; weapons[i] thread weapon_think(weapons[i].script_timescale); } } } weapon_think(delaytime) { classname = self.classname; model = self.model; count = self.count; org = self.origin; angles = self.angles; targetname = self.targetname; self waittill("trigger"); wait delaytime; weapon = spawn(classname, org); weapon.angles = angles; weapon.count = count; weapon setmodel(model); weapon.script_timescale = delaytime; weapon.targetname = targetname; weapon thread weapon_think(delaytime); } elevator_start() { elevator = getentarray ("elevatorswitch","targetname"); if ( isdefined(elevator) ) for (i = 0; i < elevator.size; i++) elevator[i] thread elevator_think(); } elevator_think() { while (1) { self waittill ("trigger"); if (!level.elevatorMoving) thread elevator_move(); } } elevator_move() { elevatormodel = getent ("elevatormodel", "targetname"); level.elevatorMoving = true; wait (1); if (level.elevatorDown) { elevatormodel playsound ("elevator1"); wait (1); elevatormodel moveZ (1608,9,4,4); elevatormodel waittill ("movedone"); level.elevatorDown = false; } else { elevatormodel playsound ("elevator1"); wait (1); elevatormodel moveZ (-1608,9,4,4); elevatormodel waittill ("movedone"); level.elevatorDown = true; } level.elevatorMoving = false; }
main() { maps\mp\barrels::barrelInit(); maps\mp\_load::main(); level thread weaponrespawner("weapons", 1); level.elevatorDown = true; level.elevatorMoving = false; thread elevator_start(); ambientPlay("ambient_mp_msp4"); game["allies"] = "american"; game["axis"] = "german"; game["attackers"] = "allies"; game["defenders"] = "axis"; game["american_soldiertype"] = "normandy"; game["german_soldiertype"] = "normandy"; setcvar("r_glowbloomintensity0","1"); setcvar("r_glowbloomintensity1","1"); setcvar("r_glowskybleedintensity0",".5"); } weaponrespawner(targetname, defaultrespawndelay) { weapons = getentarray(targetname, "targetname"); if(weapons.size > 0) { for(i=0; i < weapons.size; i++) { if(!isdefined(weapons[i].script_timescale)) weapons[i].script_timescale = defaultrespawndelay; weapons[i] thread weapon_think(weapons[i].script_timescale); } } } weapon_think(delaytime) { classname = self.classname; model = self.model; count = self.count; org = self.origin; angles = self.angles; targetname = self.targetname; self waittill("trigger"); wait delaytime; weapon = spawn(classname, org); weapon.angles = angles; weapon.count = count; weapon setmodel(model); weapon.script_timescale = delaytime; weapon.targetname = targetname; weapon thread weapon_think(delaytime); } elevator_start() { elevator = getentarray ("elevatorswitch","targetname"); if ( isdefined(elevator) ) for (i = 0; i < elevator.size; i++) elevator[i] thread elevator_think(); } elevator_think() { while (1) { self waittill ("trigger"); if (!level.elevatorMoving) thread elevator_move(); } } elevator_move() { elevatormodel = getent ("elevatormodel", "targetname"); level.elevatorMoving = true; wait (1); if (level.elevatorDown) { elevatormodel playsound ("elevator1"); wait (1); elevatormodel moveZ (1608,13,3,9); elevatormodel waittill ("movedone"); level.elevatorDown = false; } else { elevatormodel playsound ("elevator1"); wait (1); elevatormodel moveZ (-1608,13,3,9); elevatormodel waittill ("movedone"); level.elevatorDown = true; } level.elevatorMoving = false; }
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage #Ambiance,,,,,,,,,,,,,,,,,,,,,,, ambient_mp_msp4,,ambient/amb_russia01b.mp3,0.63,,,,,,,local,streamed,,looping,,mp_msp4,,,,,,,, barrel_explosion,,explosions/exp_armoredcar.wav,0.8,1,,,,50,7000,auto,streamed,,,,mp_msp4,,,,,,,, barrel_explosion_imminent,,misc/metal_stress01.wav,0.6,1,,,,50,2500,auto,streamed,,,,mp_msp4,,,,,,,, barrel_fire,,fire/Fire_Sm_loop01.wav,0.01,1,,,,50,1500,auto,streamed,,,,mp_msp4,,,,,,,, #sound,,,,,,,,,,,,,,,,,,,,,,, elevator1,,misc/elevator_msp4.wav,0.6,1,,,,50,2500,auto,streamed,,,,mp_msp4,,,,,,,,