Edit: The original post below has been solved. I will continue to upload maps to this thread as they are fixed.
Hey guys while playing this map we found that the bombs only seem to set on the first round. Looking at the SCR file, do you see any reason for that? I cannot find anything myself. We are running a windows server, with the latest reborn patch and mefy's FT mod. The FT mod does not affect the bombs setting.
Here's the map if anyone wants to look at it. http://www.mohaaaa.co.uk/AAAAMOHAA/c...3mini-compound
//========================================================================================================================== //========================================================================================================================== // MAP: G3mInI Compound // ARCHITECTURE: G3mInI // HACKING/SCRIPTING: G3mInI // SPECIAL THANKS: ALLIEDASSAULT.COM FORUMS -- SCORPIOMIDGET FOR DECOMPILING SOME MAPS -- AND ANYONE ELSE I MAY HAVE FORGOT :) // NOTE: THIS MAP SHOWS UP IN SERVER LIST AS 'COMPLEX4' //========================================================================================================================== //========================================================================================================================== //==================== // MAIN LEVEL SCRIPT //==================== main: level.script = maps/obj/complex4.scr thread fogout5 thread fogout6 thread fogout7 thread fogout8 thread fogout9 setcvar "g_obj_alliedtext1" "Destroy the Comm." setcvar "g_obj_alliedtext2" "Room. Destroy the" setcvar "g_obj_alliedtext3" "Battery Room" setcvar "g_obj_axistext1" "Defend the Comm." setcvar "g_obj_axistext2" "Room. Defend the" setcvar "g_obj_axistext3" "Battery Room" setcvar "g_scoreboardpic" "g3mini_compound" level waittill prespawn $world farplane_color ".1 .1 .12" level.fogplane = 2400 $world farplane level.fogplane $spark1 hide $spark2 hide $spark3 hide exec global/alarmlight.scr exec global/door_locked.scr::lock exec global/ambient.scr complex4 exec global/bomber.scr thread global/exploder.scr::main thread maps/obj/complex_minefield.scr::minefield_setup level waittill spawn fadein 4 0 0 0 1 wait 2 level.defusing_team = "axis" level.planting_team = "allies" level.bomb_damage = 200 level.bomb_explosion_radius = 2048 // set the parameters for round based match level.dmrespawning = 1 // 1 or 0 level.dmroundlimit = 10 // round time limit in minutes level.clockside = axis // set to axis, allies, kills, or draw level.rain_speed = "66" level.rain_speed_vary = "16" level.rain_length = "2" level.rain_width = "1" level.rain_density = ".16" level.rain_slant = "250" level.rain_min_dist = "2800" //level.rain_min_dist = "512" level.rain_numshaders = 12 level.rain_shader = "textures/snow1" //========================== // INITIATE LEVEL THREADS //========================== thread level_setup thread doors1 thread doors2 thread ceiling_fans thread fogin1 thread fogin2 thread fogin3 thread fogin4 thread random_explode1 thread random_explode2 thread random_explode3 thread random_explode4 thread random_explode5 thread random_explode6 thread random_explode7 thread random_explode8 thread random_explode9 thread random_explode10 thread random_explode11 thread random_explode12 thread flyby thread sparks1 thread sparks2 thread sparks3 thread elevator1 thread elevator2 //================================== // WAIT FOR PLAYERS ON EACH SIDE //================================== level waittill roundstart //===================== // SETUP THE BOMBS //===================== $ctrlroom_explode thread global/obj_dm.scr::bomb_thinker $btryroom_explode thread global/obj_dm.scr::bomb_thinker thread allies_win_bomb $ctrlroom_explode $btryroom_explode $ctrlroom_explode thread axis_win_timer thread bomb1_exploded $ctrlroom_explode thread bomb2_exploded $btryroom_explode end //======================= // BEGIN LEVEL THREADS //======================= allies_win_bomb local.bomb1 local.bomb2: while (local.bomb1.exploded != 1) wait .1 while (local.bomb2.exploded != 1) wait .1 teamwin allies end axis_win_timer: level waittill axiswin end //========================================= // COMMUNICATIONS ROOM BOMB EXPLODED //========================================= bomb1_exploded local.bomb1: while (local.bomb1.exploded != 1) wait .1 iprintlnbold "Allies have destroyed the Communicatons Room!" $ceiling_fan1 rotatey 0 $ceiling_fan2 rotatey 0 $ceiling_fan3 rotatey 0 $ceiling_fan4 rotatey 0 end //================================= // BATTERY ROOM BOMB EXPLODED //================================= bomb2_exploded local.bomb2: while (local.bomb2.exploded != 1) wait .1 iprintlnbold "Allies have destroyed the Battery Room!" $ceiling_fan5 rotatey 0 $ceiling_fan6 rotatey 0 $ceiling_fan7 rotatey 0 $ceiling_fan8 rotatey 0 end //=================================== // SETUP THE FLASHING ALARMLIGHTS //=================================== level_setup: level.alarmlights = 1 //========================================= // THREADS FOR ALL SCRIPTED DOORS IN LEVEL //========================================= doors1: thread door1 thread door1a thread door2 thread door2a thread door3 thread door3a thread door4 thread door4a thread door5 thread door5a thread door6 thread door6a thread door7 thread door7a thread door8 thread door8a end doors2: thread door9 thread door9a thread door10 thread door10a thread door11 thread door11a thread door12 thread door12a thread door13 thread door13a thread door14 thread door14a thread door15 thread door15a thread door16 thread door16a end //================= // DOOR #1 SCRIPT //================= door1: $doortop1 time 1 $doorbottom1 time 1 $doorswitch1 anim off $door1 waittill trigger $door1a nottriggerable $doorswitch1 anim turn $doorswitch1 playsound alarm_switch wait .5 thread doortop1 thread doorbottom1 end door1a: $doortop1 time 1 $doorbottom1 time 1 $doorswitch1a anim off $door1a waittill trigger $door1 nottriggerable $doorswitch1a anim turn $doorswitch1a playsound alarm_switch wait .5 thread doortop1 thread doorbottom1 end doortop1: $doortop1 moveup 64 $doortop1 waitmove $doortop1 playsound door_metal_close_stop4 wait 3 $doortop1 movedown 64 $doortop1 waitmove $doortop1 playsound door_metal_close_stop4 $door1 triggerable thread doors1 end doorbottom1: $doorbottom1 movedown 64 $doorbottom1 playsound gate_iron_open3 $doorbottom1 waitmove wait 3 $doorbottom1 moveup 64 $doorbottom1 playsound gate_iron_open3 $doorbottom1 waitmove $door1a triggerable thread doors1 end //================= // DOOR #2 SCRIPT //================= door2: $doortop2 time 1 $doorbottom2 time 1 $doorswitch2 anim off $door2 waittill trigger $door2a nottriggerable $doorswitch2 anim turn $doorswitch2 playsound alarm_switch wait .5 thread doortop2 thread doorbottom2 end door2a: $doortop2 time 1 $doorbottom2 time 1 $doorswitch2a anim off $door2a waittill trigger $door2 nottriggerable $doorswitch2a anim turn $doorswitch2a playsound alarm_switch wait .5 thread doortop2 thread doorbottom2 doortop2: $doortop2 moveup 64 $doortop2 waitmove $doortop2 playsound door_metal_close_stop4 wait 3 $doortop2 movedown 64 $doortop2 waitmove $doortop2 playsound door_metal_close_stop4 $door2 triggerable thread doors1 end doorbottom2: $doorbottom2 movedown 64 $doorbottom2 playsound gate_iron_open3 $doorbottom2 waitmove wait 3 $doorbottom2 moveup 64 $doorbottom2 playsound gate_iron_open3 $doorbottom2 waitmove $door2a triggerable thread doors1 end //================= // DOOR #3 SCRIPT //================= door3: $doortop3 time 1 $doorbottom3 time 1 $doorswitch3 anim off $door3 waittill trigger $door3a nottriggerable $doorswitch3 anim turn $doorswitch3 playsound alarm_switch wait .5 thread doortop3 thread doorbottom3 end door3a: $doortop3 time 1 $doorbottom3 time 1 $doorswitch3a anim off $door3a waittill trigger $door3 nottriggerable $doorswitch3a anim turn $doorswitch3a playsound alarm_switch wait .5 thread doortop3 thread doorbottom3 end doortop3: $doortop3 moveup 64 $doortop3 waitmove $doortop3 playsound door_metal_close_stop4 wait 3 $doortop3 movedown 64 $doortop3 waitmove $doortop3 playsound door_metal_close_stop4 $door3 triggerable thread doors1 end doorbottom3: $doorbottom3 movedown 64 $doorbottom3 playsound gate_iron_open3 $doorbottom3 waitmove wait 3 $doorbottom3 moveup 64 $doorbottom3 playsound gate_iron_open3 $doorbottom3 waitmove $door3a triggerable thread doors1 end //================= // DOOR #4 SCRIPT //================= door4: $doortop4 time 1 $doorbottom4 time 1 $doorswitch4 anim off $door4 waittill trigger $door4a nottriggerable $doorswitch4 anim turn $doorswitch4 playsound alarm_switch wait .5 thread doortop4 thread doorbottom4 end door4a: $doortop4 time 1 $doorbottom4 time 1 $doorswitch4a anim off $door4a waittill trigger $door4 nottriggerable $doorswitch4a anim turn $doorswitch4a playsound alarm_switch wait .5 thread doortop4 thread doorbottom4 end doortop4: $doortop4 moveup 64 $doortop4 waitmove $doortop4 playsound door_metal_close_stop4 wait 3 $doortop4 movedown 64 $doortop4 waitmove $doortop4 playsound door_metal_close_stop4 $door4 triggerable thread doors1 end doorbottom4: $doorbottom4 movedown 64 $doorbottom4 playsound gate_iron_open3 $doorbottom4 waitmove wait 3 $doorbottom4 moveup 64 $doorbottom4 playsound gate_iron_open3 $doorbottom4 waitmove $door4a triggerable thread doors1 end //================= // DOOR #5 SCRIPT //================= door5: $doortop5 time 1 $doorbottom5 time 1 $doorswitch5 anim off $door5 waittill trigger $door5a nottriggerable $doorswitch5 anim turn $doorswitch5 playsound alarm_switch wait .5 thread doortop5 thread doorbottom5 end door5a: $doortop5 time 1 $doorbottom5 time 1 $doorswitch5a anim off $door5a waittill trigger $door5 nottriggerable $doorswitch5a anim turn $doorswitch5a playsound alarm_switch wait .5 thread doortop5 thread doorbottom5 end doortop5: $doortop5 moveup 64 $doortop5 waitmove $doortop5 playsound door_metal_close_stop4 wait 3 $doortop5 movedown 64 $doortop5 waitmove $doortop5 playsound door_metal_close_stop4 $door5 triggerable thread doors1 end doorbottom5: $doorbottom5 movedown 64 $doorbottom5 playsound gate_iron_open3 $doorbottom5 waitmove wait 3 $doorbottom5 moveup 64 $doorbottom5 playsound gate_iron_open3 $doorbottom5 waitmove $door5a triggerable thread doors1 end //================= // DOOR #6 SCRIPT //================= door6: $doortop6 time 1 $doorbottom6 time 1 $doorswitch6 anim off $door6 waittill trigger $door6a nottriggerable $doorswitch6 anim turn $doorswitch6 playsound alarm_switch wait .5 thread doortop6 thread doorbottom6 end door6a: $doortop6 time 1 $doorbottom6 time 1 $doorswitch6a anim off $door6a waittill trigger $door6 nottriggerable $doorswitch6a anim turn $doorswitch6a playsound alarm_switch wait .5 thread doortop6 thread doorbottom6 end doortop6: $doortop6 moveup 64 $doortop6 waitmove $doortop6 playsound door_metal_close_stop4 wait 3 $doortop6 movedown 64 $doortop6 waitmove $doortop6 playsound door_metal_close_stop4 $door6 triggerable thread doors1 end doorbottom6: $doorbottom6 movedown 64 $doorbottom6 playsound gate_iron_open3 $doorbottom6 waitmove wait 3 $doorbottom6 moveup 64 $doorbottom6 playsound gate_iron_open3 $doorbottom6 waitmove $door6a triggerable thread doors1 end //================= // DOOR #7 SCRIPT //================= door7: $doortop7 time 1 $doorbottom7 time 1 $doorswitch7 anim off $door7 waittill trigger $door7a nottriggerable $doorswitch7 anim turn $doorswitch7 playsound alarm_switch wait .5 thread doortop7 thread doorbottom7 end door7a: $doortop7 time 1 $doorbottom7 time 1 $doorswitch7a anim off $door7a waittill trigger $door7 nottriggerable $doorswitch7a anim turn $doorswitch7a playsound alarm_switch wait .5 thread doortop7 thread doorbottom7 end doortop7: $doortop7 moveup 64 $doortop7 waitmove $doortop7 playsound door_metal_close_stop4 wait 3 $doortop7 movedown 64 $doortop7 waitmove $doortop7 playsound door_metal_close_stop4 $door7 triggerable thread doors1 end doorbottom7: $doorbottom7 movedown 64 $doorbottom7 playsound gate_iron_open3 $doorbottom7 waitmove wait 3 $doorbottom7 moveup 64 $doorbottom7 playsound gate_iron_open3 $doorbottom7 waitmove $door7a triggerable thread doors1 end //================= // DOOR #8 SCRIPT //================= door8: $doortop8 time 1 $doorbottom8 time 1 $doorswitch8 anim off $door8 waittill trigger $door8a nottriggerable $doorswitch8 anim turn $doorswitch8 playsound alarm_switch wait .5 thread doortop8 thread doorbottom8 end door8a: $doortop8 time 1 $doorbottom8 time 1 $doorswitch8a anim off $door8a waittill trigger $door8 nottriggerable $doorswitch8a anim turn $doorswitch8a playsound alarm_switch wait .5 thread doortop8 thread doorbottom8 end doortop8: $doortop8 moveup 64 $doortop8 waitmove $doortop8 playsound door_metal_close_stop4 wait 3 $doortop8 movedown 64 $doortop8 waitmove $doortop8 playsound door_metal_close_stop4 $door8 triggerable thread doors1 end doorbottom8: $doorbottom8 movedown 64 $doorbottom8 playsound gate_iron_open3 $doorbottom8 waitmove wait 3 $doorbottom8 moveup 64 $doorbottom8 playsound gate_iron_open3 $doorbottom8 waitmove $door8a triggerable thread doors1 end //================= // DOOR #9 SCRIPT //================= door9: $doortop9 time 1 $doorbottom9 time 1 $doorswitch9 anim off $door9 waittill trigger $door9a nottriggerable $doorswitch9 anim turn $doorswitch9 playsound alarm_switch wait .5 thread doortop9 thread doorbottom9 end door9a: $doortop9 time 1 $doorbottom9 time 1 $doorswitch9a anim off $door9a waittill trigger $door9 nottriggerable $doorswitch9a anim turn $doorswitch9a playsound alarm_switch wait .5 thread doortop9 thread doorbottom9 end doortop9: $doortop9 moveup 64 $doortop9 waitmove $doortop9 playsound door_metal_close_stop4 wait 3 $doortop9 movedown 64 $doortop9 waitmove $doortop9 playsound door_metal_close_stop4 $door9 triggerable thread doors2 end doorbottom9: $doorbottom9 movedown 64 $doorbottom9 playsound gate_iron_open3 $doorbottom9 waitmove wait 3 $doorbottom9 moveup 64 $doorbottom9 playsound gate_iron_open3 $doorbottom9 waitmove $door9a triggerable thread doors2 end //================== // DOOR #10 SCRIPT //================== door10: $doortop10 time 1 $doorbottom10 time 1 $doorswitch10 anim off $door10 waittill trigger $door10a nottriggerable $doorswitch10 anim turn $doorswitch10 playsound alarm_switch wait .5 thread doortop10 thread doorbottom10 end door10a: $doortop10 time 1 $doorbottom10 time 1 $doorswitch10a anim off $door10a waittill trigger $door10 nottriggerable $doorswitch10a anim turn $doorswitch10a playsound alarm_switch wait .5 thread doortop10 thread doorbottom10 end doortop10: $doortop10 moveup 64 $doortop10 waitmove $doortop10 playsound door_metal_close_stop4 wait 3 $doortop10 movedown 64 $doortop10 waitmove $doortop10 playsound door_metal_close_stop4 $door10 triggerable thread doors2 end doorbottom10: $doorbottom10 movedown 64 $doorbottom10 playsound gate_iron_open3 $doorbottom10 waitmove wait 3 $doorbottom10 moveup 64 $doorbottom10 playsound gate_iron_open3 $doorbottom10 waitmove $door10a triggerable thread doors2 end //================== // DOOR #11 SCRIPT //================== door11: $doortop11 time 1 $doorbottom11 time 1 $doorswitch11 anim off $door11 waittill trigger $door11a nottriggerable $doorswitch11 anim turn $doorswitch11 playsound alarm_switch wait .5 thread doortop11 thread doorbottom11 end door11a: $doortop11 time 1 $doorbottom11 time 1 $doorswitch11a anim off $door11a waittill trigger $door11 nottriggerable $doorswitch11a anim turn $doorswitch11a playsound alarm_switch wait .5 thread doortop11 thread doorbottom11 end doortop11: $doortop11 moveup 64 $doortop11 waitmove $doortop11 playsound door_metal_close_stop4 wait 3 $doortop11 movedown 64 $doortop11 waitmove $doortop11 playsound door_metal_close_stop4 $door11 triggerable thread doors2 end doorbottom11: $doorbottom11 movedown 64 $doorbottom11 playsound gate_iron_open3 $doorbottom11 waitmove wait 3 $doorbottom11 moveup 64 $doorbottom11 playsound gate_iron_open3 $doorbottom11 waitmove $door11a triggerable thread doors2 end //================== // DOOR #12 SCRIPT //================== door12: $doortop12 time 1 $doorbottom12 time 1 $doorswitch12 anim off $door12 waittill trigger $door12a nottriggerable $doorswitch12 anim turn $doorswitch12 playsound alarm_switch wait .5 thread doortop12 thread doorbottom12 end door12a: $doortop12 time 1 $doorbottom12 time 1 $doorswitch12a anim off $door12a waittill trigger $door12 nottriggerable $doorswitch12a anim turn $doorswitch12a playsound alarm_switch wait .5 thread doortop12 thread doorbottom12 end doortop12: $doortop12 moveup 64 $doortop12 waitmove $doortop12 playsound door_metal_close_stop4 wait 3 $doortop12 movedown 64 $doortop12 waitmove $doortop12 playsound door_metal_close_stop4 $door12 triggerable thread doors2 end doorbottom12: $doorbottom12 movedown 64 $doorbottom12 playsound gate_iron_open3 $doorbottom12 waitmove wait 3 $doorbottom12 moveup 64 $doorbottom12 playsound gate_iron_open3 $doorbottom12 waitmove $door12a triggerable thread doors2 end //================== // DOOR #13 SCRIPT //================== door13: $doortop13 time 1 $doorbottom13 time 1 $doorswitch13 anim off $door13 waittill trigger $door13a nottriggerable $doorswitch13 anim turn $doorswitch13 playsound alarm_switch wait .5 thread doortop13 thread doorbottom13 end door13a: $doortop13 time 1 $doorbottom13 time 1 $doorswitch13a anim off $door13a waittill trigger $door13 nottriggerable $doorswitch13a anim turn $doorswitch13a playsound alarm_switch wait .5 thread doortop13 thread doorbottom13 end doortop13: $doortop13 moveup 64 $doortop13 waitmove $doortop13 playsound door_metal_close_stop4 wait 3 $doortop13 movedown 64 $doortop13 waitmove $doortop13 playsound door_metal_close_stop4 $door13 triggerable thread doors2 end doorbottom13: $doorbottom13 movedown 64 $doorbottom13 playsound gate_iron_open3 $doorbottom13 waitmove wait 3 $doorbottom13 moveup 64 $doorbottom13 playsound gate_iron_open3 $doorbottom13 waitmove $door13a triggerable thread doors2 end //================== // DOOR #14 SCRIPT //================== door14: $doortop14 time 1 $doorbottom14 time 1 $doorswitch14 anim off $door14 waittill trigger $door14a nottriggerable $doorswitch14 anim turn $doorswitch14 playsound alarm_switch wait .5 thread doortop14 thread doorbottom14 end door14a: $doortop14 time 1 $doorbottom14 time 1 $doorswitch14a anim off $door14a waittill trigger $door14 nottriggerable $doorswitch14a anim turn $doorswitch14a playsound alarm_switch wait .5 thread doortop14 thread doorbottom14 end doortop14: $doortop14 moveup 64 $doortop14 waitmove $doortop14 playsound door_metal_close_stop4 wait 3 $doortop14 movedown 64 $doortop14 waitmove $doortop14 playsound door_metal_close_stop4 $door14 triggerable thread doors2 end doorbottom14: $doorbottom14 movedown 64 $doorbottom14 playsound gate_iron_open3 $doorbottom14 waitmove wait 3 $doorbottom14 moveup 64 $doorbottom14 playsound gate_iron_open3 $doorbottom14 waitmove $door14a triggerable thread doors2 end //================== // DOOR #15 SCRIPT //================== door15: $doortop15 time 1 $doorbottom15 time 1 $doorswitch15 anim off $door15 waittill trigger $door15a nottriggerable $doorswitch15 anim turn $doorswitch15 playsound alarm_switch wait .5 thread doortop15 thread doorbottom15 end door15a: $doortop15 time 1 $doorbottom15 time 1 $doorswitch15a anim off $door15a waittill trigger $door15 nottriggerable $doorswitch15a anim turn $doorswitch15a playsound alarm_switch wait .5 thread doortop15 thread doorbottom15 end doortop15: $doortop15 moveup 64 $doortop15 waitmove $doortop15 playsound door_metal_close_stop4 wait 3 $doortop15 movedown 64 $doortop15 waitmove $doortop15 playsound door_metal_close_stop4 $door15 triggerable thread doors2 end doorbottom15: $doorbottom15 movedown 64 $doorbottom15 playsound gate_iron_open3 $doorbottom15 waitmove wait 3 $doorbottom15 moveup 64 $doorbottom15 playsound gate_iron_open3 $doorbottom15 waitmove $door15a triggerable thread doors2 end //================== // DOOR #16 SCRIPT //================== door16: $doortop16 time 1 $doorbottom16 time 1 $doorswitch16 anim off $door16 waittill trigger $door16a nottriggerable $doorswitch16 anim turn $doorswitch16 playsound alarm_switch wait .5 thread doortop16 thread doorbottom16 end door16a: $doortop16 time 1 $doorbottom16 time 1 $doorswitch16a anim off $door16a waittill trigger $door16 nottriggerable $doorswitch16a anim turn $doorswitch16a playsound alarm_switch wait .5 thread doortop16 thread doorbottom16 end doortop16: $doortop16 moveup 64 $doortop16 waitmove $doortop16 playsound door_metal_close_stop4 wait 3 $doortop16 movedown 64 $doortop16 waitmove $doortop16 playsound door_metal_close_stop4 $door16 triggerable thread doors2 end doorbottom16: $doorbottom16 movedown 64 $doorbottom16 playsound gate_iron_open3 $doorbottom16 waitmove wait 3 $doorbottom16 moveup 64 $doorbottom16 playsound gate_iron_open3 $doorbottom16 waitmove $door16a triggerable thread doors2 end //=============================================== // THREADS FOR ALL SCRIPTED CEILING FANS IN LEVEL //=============================================== ceiling_fans: thread ceiling_fan_comm_room thread ceiling_fan_btry_room end //================================= // CEILING FAN COMM. ROOM #1 SCRIPT //================================= ceiling_fan_comm_room: $ceiling_fan1 rotatey 150 $ceiling_fan2 rotatey 150 $ceiling_fan3 rotatey 150 $ceiling_fan4 rotatey 150 end //================================= // CEILING FAN COMM. ROOM #2 SCRIPT //================================= ceiling_fan_btry_room: $ceiling_fan5 rotatey 150 $ceiling_fan6 rotatey 150 $ceiling_fan7 rotatey 150 $ceiling_fan8 rotatey 150 end //========================= // TOGGLE THE FOG THREAD //========================= fogin1: $fogintrig1 waittill trigger thread fogramp 4000 thread fogout1 end fogout1: $fogouttrig1 waittill trigger thread fogramp 2400 thread fogin1 end fogin2: $fogintrig2 waittill trigger thread fogramp 4000 thread fogout2 end fogout2: $fogouttrig2 waittill trigger thread fogramp 2400 thread fogin2 end fogin3: $fogintrig3 waittill trigger thread fogramp 4000 thread fogout3 end fogout3: $fogouttrig3 waittill trigger thread fogramp 2400 thread fogin3 end fogin4: $fogintrig4 waittill trigger thread fogramp 4000 thread fogout4 end fogout4: $fogouttrig4 waittill trigger thread fogramp 2400 thread fogin4 end fogout5: //println "SpawnFog trigger 5 waiting to be tripped" $fogouttrig5 waittill trigger //println "SpawnFog trigger 5 tripped" waitthread fogramp 2400 goto fogout5 end fogout6: //println "SpawnFog trigger 6 waiting to be tripped" $fogouttrig6 waittill trigger //println "SpawnFog trigger 6 tripped" waitthread fogramp 2400 goto fogout6 end fogout7: //println "SpawnFog trigger 7 waiting to be tripped" $fogouttrig7 waittill trigger //println "SpawnFog trigger 7 tripped" waitthread fogramp 2400 goto fogout7 end fogout8: //println "SpawnFog trigger 8 waiting to be tripped" $fogouttrig8 waittill trigger //println "SpawnFog trigger 8 tripped" waitthread fogramp 2400 goto fogout8 end fogout9: //println "SpawnFog trigger 9 waiting to be tripped" $fogouttrig9 waittill trigger //println "SpawnFog trigger 9 tripped" waitthread fogramp 2400 goto fogout9 end //========================================================= // CHANGE THE FOG LEVEL WHEN ENTERING/EXITING THE COMPLEX //========================================================= fogramp local.rampto: if (level.fogplane == local.rampto) { end } if (level.fogplane < local.rampto) { for (local.bleh = level.fogplane; local.bleh < local.rampto; local.bleh += 100) { level.fogplane = local.bleh $world farplane level.fogplane wait .01 } end } if (level.fogplane > local.rampto) { for (local.bleh = level.fogplane; local.bleh > local.rampto; local.bleh -= 100) { level.fogplane = local.bleh $world farplane level.fogplane wait .01 } end } end //=============================== // RANDOM ARTILLERY EXPLOSIONS //=============================== random_explode1: wait (randomfloat 13 + 23) $random_explode1_origin playsound arty_leadinmp wait 1 $random_explode1 anim start radiusdamage $random_explode1_origin 256 384 goto random_explode1 random_explode2: wait (randomfloat 7 + 20) $random_explode2_origin playsound arty_leadinmp wait 1 $random_explode2 anim start radiusdamage $random_explode2_origin 256 384 goto random_explode2 random_explode3: wait (randomfloat 9 + 18) $random_explode3_origin playsound arty_leadinmp wait 1 $random_explode3 anim start radiusdamage $random_explode3_origin 256 384 goto random_explode3 random_explode4: wait (randomfloat 12 + 18) $random_explode4_origin playsound arty_leadinmp wait 1 $random_explode4 anim start radiusdamage $random_explode4_origin 256 384 goto random_explode4 random_explode5: wait (randomfloat 15 + 22) $random_explode5_origin playsound arty_leadinmp wait 1 $random_explode5 anim start radiusdamage $random_explode5_origin 256 384 goto random_explode5 random_explode6: wait (randomfloat 11 + 19) $random_explode6_origin playsound arty_leadinmp wait 1 $random_explode6 anim start radiusdamage $random_explode6_origin 256 384 goto random_explode6 random_explode7: wait (randomfloat 6 + 14) $random_explode7_origin playsound arty_leadinmp wait 1 $random_explode7 anim start radiusdamage $random_explode7_origin 256 384 goto random_explode7 random_explode8: wait (randomfloat 8 + 17) $random_explode8_origin playsound arty_leadinmp wait 1 $random_explode8 anim start radiusdamage $random_explode8_origin 256 384 goto random_explode8 random_explode9: wait (randomfloat 7 + 14) $random_explode9_origin playsound arty_leadinmp wait 1 $random_explode9 anim start radiusdamage $random_explode9_origin 256 384 goto random_explode9 random_explode10: wait (randomfloat 13 + 21) $random_explode10_origin playsound arty_leadinmp wait 1 $random_explode10 anim start radiusdamage $random_explode10_origin 256 384 goto random_explode10 random_explode11: wait (randomfloat 10 + 16) $random_explode11_origin playsound arty_leadinmp wait 1 $random_explode11 anim start radiusdamage $random_explode11_origin 256 384 goto random_explode11 random_explode12: wait (randomfloat 6 + 10) $random_explode12_origin playsound arty_leadinmp wait 1 $random_explode12 anim start radiusdamage $random_explode12_origin 256 384 goto random_explode12 end //======================== // RANDOM PLANES FLYBY //======================== flyby: wait 1.0 thread global/bomber.scr::bomb 4 thread global/bomber.scr::bomb 5 thread global/bomber.scr::bomb 6 thread global/bomber.scr::bomb 7 wait (randomint(90) + 10) goto flyby end //===================================== // SPARK SHOW ON POLE TRANSFORMERS //===================================== sparks1: $spark1 show wait 2 $spark1 hide wait 4 $spark1 show wait 2 $spark1 hide wait 6 goto sparks1 end sparks2: $spark2 show wait 2 $spark2 hide wait 4 $spark2 show wait 2 $spark2 hide wait 6 goto sparks2 end sparks3: $spark3 show wait 2 $spark3 hide wait 4 $spark3 show wait 2 $spark3 hide wait 6 goto sparks3 end //===================== // ELEVATOR #1 SCRIPT //===================== elevator1: $liftdoor1 bind $lift1 $liftdoor2 bind $lift1 $failsafe1 bind $lift1 $lift1 time 4 $liftdoor1 time 1 $liftdoor2 time 1 $liftdoortop1 time 1 $liftdoortop2 time 1 $liftdoorbottom1 time 1 $liftdoorbottom2 time 1 $lift1 moveto $lift1_bottom $lift1 waitmove thread eleswitch1 thread eleswitch2 thread failsafe1 end eleswitch1: $lift1switchbottom anim off $lift1trigbottom waittill trigger $lift1trigtop nottriggerable $failsafe1 nottriggerable $lift1switchbottom anim turn $lift1switchbottom playsound alarm_switch $lift1switchbottom nottriggerable $lift1 moveto $lift1_bottom $lift1 playsound elevator_run $lift1 waitmove thread elevatordoor1bottom thread elevatordoor2bottom end elevatordoor1bottom: $liftdoorbottom1 moveeast 80 $liftdoorbottom1 playsound door_metal_close_stop4 $liftdoorbottom1 waitmove $liftdoor1 moveeast 80 $liftdoor1 playsound door_metal_close_stop4 $liftdoor1 waitmove wait 5 $liftdoor1 movewest 80 $liftdoor1 playsound door_metal_close_stop4 $liftdoor1 waitmove $liftdoorbottom1 movewest 80 $liftdoorbottom1 playsound door_metal_close_stop4 $liftdoorbottom1 waitmove thread elevator1moveup end elevatordoor2bottom: $liftdoorbottom2 movewest 80 $liftdoorbottom2 playsound gate_iron_open3 $liftdoorbottom2 waitmove $liftdoor2 movewest 80 $liftdoor2 playsound gate_iron_open3 $liftdoor2 waitmove wait 5 $liftdoor2 moveeast 80 $liftdoor2 playsound gate_iron_open3 $liftdoor2 waitmove $liftdoorbottom2 moveeast 80 $liftdoorbottom2 playsound gate_iron_open3 $liftdoorbottom2 waitmove end elevator1moveup: wait 2 $lift1 moveto $lift1_top $lift1 playsound elevator_run $lift1 waitmove wait 2 thread elevatordoor1top thread elevatordoor2top end elevatordoor1top: $liftdoortop1 moveeast 80 $liftdoortop1 playsound door_metal_close_stop4 $liftdoortop1 waitmove $liftdoor1 moveeast 80 $liftdoor1 playsound door_metal_close_stop4 $liftdoor1 waitmove wait 5 $liftdoor1 movewest 80 $liftdoor1 playsound door_metal_close_stop4 $liftdoor1 waitmove $liftdoortop1 movewest 80 $liftdoortop1 playsound door_metal_close_stop4 $liftdoortop1 waitmove thread resetelevator end elevatordoor2top: $liftdoortop2 movewest 80 $liftdoortop2 playsound gate_iron_open3 $liftdoortop2 waitmove $liftdoor2 movewest 80 $liftdoor2 playsound gate_iron_open3 $liftdoor2 waitmove wait 5 $liftdoor2 moveeast 80 $liftdoor2 playsound gate_iron_open3 $liftdoor2 waitmove $liftdoortop2 moveeast 80 $liftdoortop2 playsound gate_iron_open3 $liftdoortop2 waitmove end eleswitch2: $lift1switchtop anim off $lift1trigtop waittill trigger $lift1trigbottom nottriggerable $failsafe1 nottriggerable $lift1switchtop anim turn $lift1switchtop playsound alarm_switch $lift1switchtop nottriggerable $lift1 moveto $lift1_top $lift1 playsound elevator_run $lift1 waitmove thread elevatordoor1topa thread elevatordoor2topa end elevatordoor1topa: $liftdoortop1 moveeast 80 $liftdoortop1 playsound door_metal_close_stop4 $liftdoortop1 waitmove $liftdoor1 moveeast 80 $liftdoor1 playsound door_metal_close_stop4 $liftdoor1 waitmove wait 5 $liftdoor1 movewest 80 $liftdoor1 playsound door_metal_close_stop4 $liftdoor1 waitmove $liftdoortop1 movewest 80 $liftdoortop1 playsound door_metal_close_stop4 $liftdoortop1 waitmove thread elevator1movedowna end elevatordoor2topa: $liftdoortop2 movewest 80 $liftdoortop2 playsound gate_iron_open3 $liftdoortop2 waitmove $liftdoor2 movewest 80 $liftdoor2 playsound gate_iron_open3 $liftdoor2 waitmove wait 5 $liftdoor2 moveeast 80 $liftdoor2 playsound gate_iron_open3 $liftdoor2 waitmove $liftdoortop2 moveeast 80 $liftdoortop2 playsound gate_iron_open3 $liftdoortop2 waitmove end elevator1movedowna: wait 2 $lift1 moveto $lift1_bottom $lift1 playsound elevator_run $lift1 waitmove wait 2 thread elevatordoor1bottoma thread elevatordoor2bottoma end elevatordoor1bottoma: $liftdoorbottom1 moveeast 80 $liftdoorbottom1 playsound door_metal_close_stop4 $liftdoorbottom1 waitmove $liftdoor1 moveeast 80 $liftdoor1 playsound door_metal_close_stop4 $liftdoor1 waitmove wait 5 $liftdoor1 movewest 80 $liftdoor1 playsound door_metal_close_stop4 $liftdoor1 waitmove $liftdoorbottom1 movewest 80 $liftdoorbottom1 playsound door_metal_close_stop4 $liftdoorbottom1 waitmove thread resetelevator end elevatordoor2bottoma: $liftdoorbottom2 movewest 80 $liftdoorbottom2 playsound gate_iron_open3 $liftdoorbottom2 waitmove $liftdoor2 movewest 80 $liftdoor2 playsound gate_iron_open3 $liftdoor2 waitmove wait 5 $liftdoor2 moveeast 80 $liftdoor2 playsound gate_iron_open3 $liftdoor2 waitmove $liftdoorbottom2 moveeast 80 $liftdoorbottom2 playsound gate_iron_open3 $liftdoorbottom2 waitmove end failsafe1: $failsafe1 waittill trigger $lift1trigtop nottriggerable $lift1trigbottom nottriggerable thread elevator1movedowna end resetelevator: $lift1trigbottom triggerable $lift1trigtop triggerable $failsafe1 triggerable goto elevator1 end //===================== // ELEVATOR #2 SCRIPT //===================== elevator2: $lift2door1 bind $lift2 $lift2door2 bind $lift2 $failsafe2 bind $lift2 $lift2 time 4 $lift2door1 time 1 $lift2door2 time 1 $lift2doortop1 time 1 $lift2doortop2 time 1 $lift2doorbottom1 time 1 $lift2doorbottom2 time 1 $lift2 moveto $lift2_bottom $lift2 waitmove thread eleswitch1b thread eleswitch2b thread failsafe2 end eleswitch1b: $lift2switchbottom anim off $lift2trigbottom waittill trigger $lift2trigtop nottriggerable $failsafe2 nottriggerable $lift2switchbottom anim turn $lift2switchbottom playsound alarm_switch $lift2switchbottom nottriggerable $lift2 moveto $lift2_bottom $lift2 playsound elevator_run $lift2 waitmove thread elevatordoor1bottomb thread elevatordoor2bottomb end elevatordoor1bottomb: $lift2doorbottom1 moveeast 80 $lift2doorbottom1 playsound door_metal_close_stop4 $lift2doorbottom1 waitmove $lift2door1 moveeast 80 $lift2door1 playsound door_metal_close_stop4 $lift2door1 waitmove wait 5 $lift2door1 movewest 80 $lift2door1 playsound door_metal_close_stop4 $lift2door1 waitmove $lift2doorbottom1 movewest 80 $lift2doorbottom1 playsound door_metal_close_stop4 $lift2doorbottom1 waitmove thread elevator1moveupb end elevatordoor2bottomb: $lift2doorbottom2 movewest 80 $lift2doorbottom2 playsound gate_iron_open3 $lift2doorbottom2 waitmove $lift2door2 movewest 80 $lift2door2 playsound gate_iron_open3 $lift2door2 waitmove wait 5 $lift2door2 moveeast 80 $lift2door2 playsound gate_iron_open3 $lift2door2 waitmove $lift2doorbottom2 moveeast 80 $lift2doorbottom2 playsound gate_iron_open3 $lift2doorbottom2 waitmove end elevator1moveupb: wait 2 $lift2 moveto $lift2_top $lift2 playsound elevator_run $lift2 waitmove wait 2 thread elevatordoor1topb thread elevatordoor2topb end elevatordoor1topb: $lift2doortop1 moveeast 80 $lift2doortop1 playsound door_metal_close_stop4 $lift2doortop1 waitmove $lift2door1 moveeast 80 $lift2door1 playsound door_metal_close_stop4 $lift2door1 waitmove wait 5 $lift2door1 movewest 80 $lift2door1 playsound door_metal_close_stop4 $lift2door1 waitmove $lift2doortop1 movewest 80 $lift2doortop1 playsound door_metal_close_stop4 $lift2doortop1 waitmove thread resetelevatorb end elevatordoor2topb: $lift2doortop2 movewest 80 $lift2doortop2 playsound gate_iron_open3 $lift2doortop2 waitmove $lift2door2 movewest 80 $lift2door2 playsound gate_iron_open3 $lift2door2 waitmove wait 5 $lift2door2 moveeast 80 $lift2door2 playsound gate_iron_open3 $lift2door2 waitmove $lift2doortop2 moveeast 80 $lift2doortop2 playsound gate_iron_open3 $lift2doortop2 waitmove end eleswitch2b: $lift2switchtop anim off $lift2trigtop waittill trigger $lift2trigbottom nottriggerable $failsafe2 nottriggerable $lift2switchtop anim turn $lift2switchtop playsound alarm_switch $lift2switchtop nottriggerable $lift2 moveto $lift2_top $lift2 playsound elevator_run $lift2 waitmove thread elevatordoor1topc thread elevatordoor2topc end elevatordoor1topc: $lift2doortop1 moveeast 80 $lift2doortop1 playsound door_metal_close_stop4 $lift2doortop1 waitmove $lift2door1 moveeast 80 $lift2door1 playsound door_metal_close_stop4 $lift2door1 waitmove wait 5 $lift2door1 movewest 80 $lift2door1 playsound door_metal_close_stop4 $lift2door1 waitmove $lift2doortop1 movewest 80 $lift2doortop1 playsound door_metal_close_stop4 $lift2doortop1 waitmove thread elevator1movedownc end elevatordoor2topc: $lift2doortop2 movewest 80 $lift2doortop2 playsound gate_iron_open3 $lift2doortop2 waitmove $lift2door2 movewest 80 $lift2door2 playsound gate_iron_open3 $lift2door2 waitmove wait 5 $lift2door2 moveeast 80 $lift2door2 playsound gate_iron_open3 $lift2door2 waitmove $lift2doortop2 moveeast 80 $lift2doortop2 playsound gate_iron_open3 $lift2doortop2 waitmove end elevator1movedownc: wait 2 $lift2 moveto $lift2_bottom $lift2 playsound elevator_run $lift2 waitmove wait 2 thread elevatordoor1bottomc thread elevatordoor2bottomc end elevatordoor1bottomc: $lift2doorbottom1 moveeast 80 $lift2doorbottom1 playsound door_metal_close_stop4 $lift2doorbottom1 waitmove $lift2door1 moveeast 80 $lift2door1 playsound door_metal_close_stop4 $lift2door1 waitmove wait 5 $lift2door1 movewest 80 $lift2door1 playsound door_metal_close_stop4 $lift2door1 waitmove $lift2doorbottom1 movewest 80 $lift2doorbottom1 playsound door_metal_close_stop4 $lift2doorbottom1 waitmove thread resetelevatorb end elevatordoor2bottomc: $lift2doorbottom2 movewest 80 $lift2doorbottom2 playsound gate_iron_open3 $lift2doorbottom2 waitmove $lift2door2 movewest 80 $lift2door2 playsound gate_iron_open3 $lift2door2 waitmove wait 5 $lift2door2 moveeast 80 $lift2door2 playsound gate_iron_open3 $lift2door2 waitmove $lift2doorbottom2 moveeast 80 $lift2doorbottom2 playsound gate_iron_open3 $lift2doorbottom2 waitmove end failsafe2: $failsafe2 waittill trigger $lift2trigtop nottriggerable $lift2trigbottom nottriggerable thread elevator1movedownc end resetelevatorb: $lift2trigbottom triggerable $lift2trigtop triggerable $failsafe2 triggerable goto elevator2 end //========================================= // THE ALLIES HAVE BREACHED THE PERIMETER! //========================================= almost_there1: //called by BSP local.player = parm.other if ( (local.player.dmteam != "allies") || (level.perimeter_breached == 1) ) end iprintlnbold "The Allies have breached the perimeter!" level.perimeter_breached = 1 end crossing_the_bridge: //called by BSP local.player = parm.other if ( (local.player.dmteam != "allies") || (level.bridge_crossed == 1) ) end iprintlnbold "The Allies are crossing the bridge!" level.bridge_crossed = 1 end //============ // THE END ! //============


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