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main() { //How high is your map? level.mapheight = 500; //What effect am I going to use for the rain? level._effect[ "rain" ] = loadfx( "weather/rain_heavy" ); //I don't want to leave lonely rain() alone :) level thread rain(); } //Rain tells us who she is :P rain() { while(1) { players = getentarray("player", "classname"); for(i=0; i
main() { maps\mp\_load::main(); level.rasta_cod2_rain = loadfx ("weather/rain_mp_farm"); //maps\mp\_compass::setupMiniMap("compass_map_mp_farm"); setExpFog(300, 1400, 0.5, 0.5, 0.5, 0); ambientPlay("ambient_farm"); VisionSetNaked( "mp_farm" ); //Soldier Settings game["allies"] = "sas"; game["axis"] = "russian"; game["attackers"] = "allies"; game["defenders"] = "axis"; game["allies_soldiertype"] = "woodland"; game["axis_soldiertype"] = "woodland"; thread rasta_cod2_rain(); } rasta_cod2_rain() { zufall = RandomInt(100); while(1) { players = getentarray("player", "classname"); if(players.size > 0) { max_nodes = 20; max_nodes_per_player = max_nodes/players.size; for(ii=0;ii