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main() { maps\mp\_load::main(); level thread weaponrespawner("weapons", 5); ambientPlay("ambient_mp_msp4"); game["allies"] = "american"; game["axis"] = "german"; game["attackers"] = "allies"; game["defenders"] = "axis"; game["american_soldiertype"] = "normandy"; game["german_soldiertype"] = "normandy"; // Set some cvars 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; // kick off a thread to listen for when the item gets picked up weapons[i] thread weapon_think(weapons[i].script_timescale); } } } // self = weapon reference weapon_think(delaytime) { // capture important weapon data first to allow us to respawn them classname = self.classname; model = self.model; count = self.count; org = self.origin; angles = self.angles; targetname = self.targetname; // Wait till the weapon gets picked up self waittill("trigger"); // Wait the delay before respawn wait delaytime; // respawn the weapon weapon = spawn(classname, org); weapon.angles = angles; weapon.count = count; weapon setmodel(model); weapon.script_timescale = delaytime; weapon.targetname = targetname; // Kick off a new thread with the new weapon and kill the old one weapon thread weapon_think(delaytime); }
main() { maps\mp\_load::main(); level thread weaponrespawner("weapons", 5); 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); }
{ level.elevatorDown = true; level.elevatorMoving = false; thread elevator_start(); } 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; speed = 5; height = 192; wait (1); if (level.elevatorDown) { elevatormodel playsound ("elevator1"); wait (1); elevatormodel moveZ (height, speed); elevatormodel waittill ("movedone"); level.elevatorDown = false; } else { elevatormodel playsound ("elevator1"); wait (1); elevatormodel moveZ (height - (height * 2), speed); elevatormodel waittill ("movedone"); level.elevatorDown = true; } level.elevatorMoving = false; }
main() { 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; speed = 5; height = 1608; wait (1); if (level.elevatorDown) { elevatormodel playsound ("elevator1"); // sound definition for soundaliases.csv wait (1); elevatormodel moveZ (height, speed); elevatormodel waittill ("movedone"); level.elevatorDown = false; } else { elevatormodel playsound ("elevator1"); // sound definition for soundaliases.csv wait (1); // wait a second to hear the motor start and then start the movement of the lift - feels more realistic elevatormodel moveZ (height - (height * 2), speed); elevatormodel waittill ("movedone"); level.elevatorDown = true; } level.elevatorMoving = false; }