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Thread: Understanding Triggers and the Easy Way to Create Them

  1. #11

    Default

    Good news! I have Viper's push mod working on another map m3l3. This means I can start on another map. I should be able to get 5-7 maps done within a week.

    Bad news: Some of my triggers still aren't working.

    How do I see the trigger boxes with lines without using a mod? I have to set the server to allow cheats?

    server.cfg:
    Code:
    set cheats 1
    Autoexec for client:

    Code:
    //exec configs
    
    seta logfile "3"
    seta developer "1"
    seta g_logsync "1"
    set cheats "1"
    set sv_showbboxes 3
    set r_showstaticbboxes "1"
    set r_showhbox "1"
    
    //exec binds
    bind m pushmenu EZSpawner
    Is that all? If so, it's not working for me --

  2. #12

    Default

    at the top of the map.scr put
    setcvar "cheats" "1"
    setcvar "thereisnomonkey" "1"

    then make cheats are enabled for sure. Try tele 0 0 0 or some other cheat command

    Then set what you want from there...
    Code:
            removeclass <class name> - Remove all objects derived from this classname
            removeent <number> - remove a specific entity by number
            killclass <class name> - apply a lethal amount of damage to all objects derived from this classname
            killent <number> - kill a specific entity by number
            whatis <number> - retrieve entity specific information by number
            sv_showentnums [0,1] - show entity numbers above objects in the game
            sv_showbboxes [0,28] - show bounding boxes of entities.
            1 - shows all solid entities with their standard mins and maxs
            2 - shows all solid entities with their absmins and absmaxs
            3 - shows all entities that are solid and non solid but are not tagged as RF_DONTDRAW
            4 - shows all entities, even those tagged as RF_DONTDRAW
            7 - shows all entities with their TIKI bounding boxes
            8 – shows normal bounding boxes as well as a small bounding box around the origin
            9 – 28 – show bounding boxes of hit locations on models
            actorinfo <number> - display actor specific information about a particular entity
            ai_shownodenums – show node numbers above ai path nodes
            ai_showpath – show ai paths, the interconnections between ai path nodes
            g_entinfo_max – maximum distance to show entity information
            g_entinfo [0,4] – display information about entities as you get close to them. A non-zero value will cause all entities to run there ::ShowInfo method when the player gets near them.

  3. #13
    Developer Sor's Avatar
    Join Date
    Aug 2010
    Location
    The Medieval City of Bruges
    Posts
    747

    Default

    I think it was sv_cheats that should be set to 1. Anyway, I'll tell you all about triggers when I've got some free time tonight, so they'll work anywhere anytime.

  4. #14
    Developer
    Join Date
    Jun 2010
    Location
    Hungary
    Posts
    291

    Default

    sv_showentnums works for me but sv_showbboxes not. i dont see any particular.

  5. #15
    Developer Sor's Avatar
    Join Date
    Aug 2010
    Location
    The Medieval City of Bruges
    Posts
    747

    Default

    Wait, sv_showbboxes is in autoexec.cfg? I'm pretty sure it won't work that way because (1) it is a server cvar while autoexec is supposed to be for client stuff and (2) apparently it is useless if set while not running a map.
    Incidentally, if you do activate it while running a map (LAN or otherwise) it will, for some mind-boggling reason, deactivate if you are no longer a spectator and you won't be able to activate it again during the same level.

    I think it's because of that bullsh*t that bdbodger simply made his own version of the sv_showbboxes functionality. Although, I have some vague memories where it did actually work while being in a team and spawned, but I can't remember how I pulled that off.
    Last edited by Sor; September 28th, 2012 at 11:31 AM.

  6. #16

    Default

    always worked for me, UNLESS I rebooted the map, then it crashed my game..

    so does anyone have a uniform experience with that bloody cvar?

    but yes, you MUST set it during a map on the server.

  7. #17
    Developer val's Avatar
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    Jun 2010
    Location
    France
    Posts
    224

    Default

    i confirm, i was trying it the way armagedon say and the serv crash just after spawning entities... testing while ingame now

    Edit : hum at least it dont crash when modified while the server is running but it looks like the comand is broken because it show nothing... does i need to activate cheats in client too?
    Last edited by val; September 28th, 2012 at 05:11 PM.

  8. #18

    Default

    it does work, just keep enabling cheats and stuff.

  9. #19
    Developer val's Avatar
    Join Date
    Jun 2010
    Location
    France
    Posts
    224

    Default

    got it to work in sp, with g_gametype 0

  10. #20

    Default

    I can get some boxes to show up locally, but I can't get anything to work on a local hosted server.

    Also, I think my triggers are working (I'd like to verify visually...), but my spawns are not. Are there spawns in the SP maps that I need to disable?

    Here's Viper's original code for m1l2b:

    Code:
    //m1l2b
    //map conversion by
    //Viper
    
    main:
    
    removeclass actor
    removeclass AmmoEntity
    removeclass health
    
    setcvar "g_obj_alliedtext1" "Gain Ground Mod"
    setcvar "g_obj_alliedtext2" ""
    setcvar "g_obj_alliedtext3" ""
    setcvar "g_obj_axistext1" ""
    setcvar "g_obj_axistext2" ""
    setcvar "g_obj_axistext3" ""
    
    setcvar "g_scoreboardpic" "m1l2"
    
    setcvar "g_gametype" "2"
    //setcvar "fraglimit" "0"
    //setcvar "timelimit" "0"
    //setcvar "level.clockside" "kills"
    
    $world farplane_color "0.3 0.3 0.3"
    $world farplane 8500
    
    ///////////////////////////////////////////////////////////allies
    
    local.allies1 = spawn info_player_allied targetname alh
    local.allies1.angle = -22
    local.allies1.origin = ( -4016 4046 -173 )
    
    local.allies2 = spawn info_player_allied targetname alh
    local.allies2.angle = -22
    local.allies2.origin = ( -4055 3950 -173 )
    
    local.allies3 = spawn info_player_allied targetname alh
    local.allies3.angle = -152
    local.allies3.origin = ( -3215 3739 -173 )
    
    local.allies4 = spawn info_player_allied targetname al2
    local.allies4.origin = ( -2223 3258 -173 )
    local.allies4.angle = 90
    
    local.allies5 = spawn info_player_allied targetname al2
    local.allies5.origin = ( -2211 4021 -173 )
    local.allies5.angle = -114
    
    local.allies6 = spawn info_player_allied targetname al3
    local.allies6.origin = ( -1346 2534 -173 )
    local.allies6.angle = 174
    
    local.allies7 = spawn info_player_allied targetname al3
    local.allies7.origin = ( -1409 2858 -173 )
    local.allies7.angle = 104
    
    local.allies8 = spawn info_player_allied targetname al4
    local.allies8.origin = ( 127 2690 -173 )
    local.allies8.angle = -101
    
    local.allies9 = spawn info_player_allied targetname al4
    local.allies9.origin = ( 414 1748 -173 )
    local.allies9.angle = 97
    
    local.allies10 = spawn info_player_allied targetname al5
    local.allies10.origin = ( 2420 2186 -174 )
    local.allies10.angle = 180
    
    local.allies11 = spawn info_player_allied targetname al5
    local.allies11.origin = ( 1047 1619 -173 )
    local.allies11.angle = 70
    
    local.allies12 = spawn info_player_allied targetname al6
    local.allies12.origin = ( 1677 151 -173 )
    local.allies12.angle = 150
    
    local.allies13 = spawn info_player_allied targetname al6
    local.allies13.origin = ( 1403 171 -173 )
    local.allies13.angle = 170
    
    local.allies14 = spawn info_player_allied targetname al7
    local.allies14.origin = ( 898 -149 -173 )
    local.allies14.angle = 0
    
    local.allies15 = spawn info_player_allied targetname al7
    local.allies15.origin = ( 2002 -281 -173 )
    local.allies15.angle = 180
    
    local.allies16 = spawn info_player_allied targetname al8
    local.allies16.origin = ( 1946 -2803 -140 )
    local.allies16.angle = -180
    
    local.allies17 = spawn info_player_allied targetname al8
    local.allies17.origin = ( 1828 -2817 -140 )
    local.allies17.angle = -180
    
    local.allies18 = spawn info_player_allied targetname al9
    local.allies18.origin = ( 1444 -3224 -140 )
    local.allies18.angle = -100
    
    local.allies19 = spawn info_player_allied targetname al9
    local.allies19.origin = ( 1167 -3213 -140 )
    local.allies19.angle = -30
    
    local.allies19 = spawn info_player_allied targetname al9
    local.allies19.origin = ( 1430 -2623 -123 )
    local.allies19.angle = -10
    
    ///////////////////////////////////////////////////////////axis
    
    local.axis1 = spawn info_player_axis targetname axh
    local.axis1.angle = -179
    local.axis1.origin = ( 3123 -4126 -245 )
    
    local.axis2 = spawn info_player_axis targetname axh
    local.axis2.origin = ( 2225 -4494 -207 )
    local.axis2.angle = 90
    
    local.axis3 = spawn info_player_axis targetname axh
    local.axis3.origin = ( 2726 -4394 -207 )
    local.axis3.angle = 130
    
    local.axis4 = spawn info_player_axis targetname ax2
    local.axis4.origin = ( 1834 -3651 -143 )
    local.axis4.angle = 140
    
    local.axis5 = spawn info_player_axis targetname ax2
    local.axis5.origin = ( 1734 -3348 -43 )
    local.axis5.angle = -150
    
    local.axis6 = spawn info_player_axis targetname ax3
    local.axis6.origin = ( 1262 -3071 -143 )
    local.axis6.angle = 90
    
    local.axis7 = spawn info_player_axis targetname ax3
    local.axis7.origin = ( 1768 -3029 -143 )
    local.axis7.angle = 90
    
    local.axis8 = spawn info_player_axis targetname ax4
    local.axis8.origin = ( 2169 -192 -173 )
    local.axis8.angle = -98
    
    local.axis9 = spawn info_player_axis targetname ax4
    local.axis9.origin = ( 792 -222 -207 )
    local.axis9.angle = -90
    
    local.axis10 = spawn info_player_axis targetname ax5
    local.axis10.origin = ( 921 -30 -173 )
    local.axis10.angle = 90
    
    local.axis11 = spawn info_player_axis targetname ax5
    local.axis11.origin = ( 887 815 -173 )
    local.axis11.angle = -40
    
    local.axis12 = spawn info_player_axis targetname ax6
    local.axis12.origin = ( 1372 1384 -173 )
    local.axis12.angle = -6
    
    local.axis13 = spawn info_player_axis targetname ax6
    local.axis13.origin = ( 1361 1265 -173 )
    local.axis13.angle = -6
    
    local.axis14 = spawn info_player_axis targetname ax7
    local.axis14.origin = ( -91 1571 -173 )
    local.axis14.angle = 88
    
    local.axis15 = spawn info_player_axis targetname ax7
    local.axis15.origin = ( -246 2921 -173 )
    local.axis15.angle = -90
    
    local.axis16 = spawn info_player_axis targetname ax8
    local.axis16.origin = ( -1075 2588 -173 )
    local.axis16.angle = 125
    
    local.axis17 = spawn info_player_axis targetname ax8
    local.axis17.origin = ( -1068 2884 -173 )
    local.axis17.angle = 150
    
    local.axis18 = spawn info_player_axis targetname ax9
    local.axis18.origin = ( -2113 3849 -174 )
    local.axis18.angle = -95
    
    local.axis19 = spawn info_player_axis targetname ax9
    local.axis19.origin = ( -2094 3404 -173 )
    local.axis19.angle = 80
    
    $chase_trigger remove
    $jeepsequence_trigger remove
    $grillosay_trigger remove
    $endlevel_trigger remove
    $wrenchguy2_thread_trigger remove
    
    $cutwire01 remove						
    $cutwire02 remove
    $cutwire03 remove
    $wire01 remove						
    $wire02 remove
    $wire03 remove
    $crate1_end remove				
    $crate2_end remove
    $crate3_end remove
    $bomb01 remove
    $bomb02 remove
    $bomb03 remove
    $bomb04 remove
    $bomb05 remove
    
    
    //$door01 remove
    //$door02 remove
    //$radio1 remove		
    //$radio2 remove
    //$truckclip remove
    //$tankclip remove
    //$truck01 remove
    //$tank01 remove
    //$tank02 remove
    //$tank03 remove
    //$tank04 remove
    
    level waittill prespawn
    
    exec global/loadout.scr "maps/m1l2b.scr"
    exec global/DMprecache.scr
    exec global/door_locked.scr
    
    ////exec global/ambient.scr m1l1
    
    ///level.music = m1l2b
    
    soundtrack music/m1l2b.mus
    
    ///thread playmusic
    
    level.script = maps/m1l2b.scr
    
    thread global/barrel.scr::explosive_barrel
    
    thread global/exploder.scr::main
    
    level waittill spawn
    
    thread setup
    thread hudstuff
    thread triggers
    thread messages
    thread eventeams
    
    thread spawnswitch
    
    
    
    end
    
    grillosay:
    end
    endlevel:
    end
    gatecrash:
    end
    activate_smoker_sequence:
    end
    incomplete:
    end
    opentruck01_disabled:
    end
    opentruck02_disabled:
    end
    opentruck03_disabled:
    end
    munitionscache_bombed:
    end
    chase:
    end
    room1:
    end
    jeepsequence:
    end
    wrenchguy1_thread:
    end
    wrenchguy2_thread:
    end
    wrenchguy3_thread:
    end
    tank01_bombed:
    end
    tank02_bombed:
    end
    tank03_bombed:
    end
    tank04_bombed:
    end
    crateguy1_thread:
    end
    crateguy2_thread:
    end
    crateguy3_thread:
    end
    
    setup:
    $axh enablespawn
    $alh enablespawn
    
    $ax9 disablespawn
    $al2 disablespawn
    $ax8 disablespawn
    $al3 disablespawn
    $ax7 disablespawn
    $al4 disablespawn
    $ax6 disablespawn
    $al5 disablespawn
    $ax5 disablespawn
    $al6 disablespawn
    $ax4 disablespawn
    $al7 disablespawn
    $ax3 disablespawn
    $al8 disablespawn
    $ax2 disablespawn
    $al9 disablespawn
    level.alliesscore = 0
    level.axisscore = 0
    level.sflag = 1
    level.sflagx = 1
    end
    
    triggers:
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -4023 2216 -165 )
    local.sptrg setsize ( -200 -100 -100 ) ( 200 100 100 )
    local.sptrg targetname sptrgstart
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -3887 2945 -173 )
    local.sptrg setsize ( -704 -2055 -100 ) ( 704 2055 500 )
    local.sptrg targetname sptrg1
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -2520 2945 -173 )
    local.sptrg setsize ( -583 -2055 -100 ) ( 583 2055 500 )
    local.sptrg targetname sptrg2
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -1478 2945 -173 )
    local.sptrg setsize ( -460 -2055 -100 ) ( 460 2055 500 )
    local.sptrg targetname sptrg3
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 1 2945 -173 )
    local.sptrg setsize ( -1019 -2055 -100 ) ( 1019 2055 500 )
    local.sptrg targetname sptrg4
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 2033 2945 -173 )
    local.sptrg setsize ( -1013 -2055 -100 ) ( 1013 2055 500 )
    local.sptrg targetname sptrg5
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 1158 409 -173 )
    local.sptrg setsize ( -1308 -481 -100 ) ( 1308 481 500 )
    local.sptrg targetname sptrg6
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 998 -1423 -173 )
    local.sptrg setsize ( -1128 -1351 -100 ) ( 1128 1351 500 )
    local.sptrg targetname sptrg7
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 998 -2978 -173 )
    local.sptrg setsize ( -1128 -205 -100 ) ( 1128 205 500 )
    local.sptrg targetname sptrg8
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 998 -3977 -173 )
    local.sptrg setsize ( -1128 -794 -100 ) ( 1128 794 500 )
    local.sptrg targetname sptrg9
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 2196 -3489 -113 )
    local.sptrg setsize ( -40 -80 -40 ) ( 40 80 40 )
    //local.sptrg.origin = ( 2848 -3977 -173 )
    //local.sptrg setsize ( -722 -794 -100 ) ( 722 794 500 )
    local.sptrg targetname sptrg10
    
    ////////////////////////////////////////////
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -3220 3366 -173 )
    local.sptrg setsize ( -40 -2000 -40 ) ( 40 2000 40 )
    //local.sptrg.origin = ( -3887 2945 -173 )
    //local.sptrg setsize ( -704 -2055 -100 ) ( 704 2055 500 )
    local.sptrg targetname sptrg10x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -2520 2945 -173 )
    local.sptrg setsize ( -583 -2055 -100 ) ( 583 2055 500 )
    local.sptrg targetname sptrg9x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( -1478 2945 -173 )
    local.sptrg setsize ( -460 -2055 -100 ) ( 460 2055 500 )
    local.sptrg targetname sptrg8x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 1 2945 -173 )
    local.sptrg setsize ( -1019 -2055 -100 ) ( 1019 2055 500 )
    local.sptrg targetname sptrg7x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 2033 2945 -173 )
    local.sptrg setsize ( -1013 -2055 -100 ) ( 1013 2055 500 )
    local.sptrg targetname sptrg6x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 1158 409 -173 )
    local.sptrg setsize ( -1308 -481 -100 ) ( 1308 481 500 )
    local.sptrg targetname sptrg5x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 998 -1423 -173 )
    local.sptrg setsize ( -1128 -1351 -100 ) ( 1128 1351 500 )
    local.sptrg targetname sptrg4x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 998 -2978 -173 )
    local.sptrg setsize ( -1128 -205 -100 ) ( 1128 205 500 )
    local.sptrg targetname sptrg3x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 998 -3977 -173 )
    local.sptrg setsize ( -1128 -794 -100 ) ( 1128 794 500 )
    local.sptrg targetname sptrg2x
    
    local.sptrg = spawn trigger_multipleall
    local.sptrg.origin = ( 2848 -3977 -173 )
    local.sptrg setsize ( -722 -794 -100 ) ( 722 794 500 )
    local.sptrg targetname sptrg1x
    
    
    local.edatrg = spawn trigger_multipleall
    local.edatrg.origin = ( 2196 -3489 -113 )
    local.edatrg setsize ( -40 -80 -40 ) ( 40 80 40 )
    local.edatrg targetname endtrgal
    
    // exec global/showbox.scr::show ( 2196 -3489 -113 ) 80 160 80 ( 0 0 1)
    
    local.edxtrg = spawn trigger_multipleall
    local.edxtrg.origin = ( -3220 3366 -173 )
    local.edxtrg setsize ( -40 -2000 -40 ) ( 40 2000 40 )
    local.edxtrg targetname endtrgax
    
    // exec global/showbox.scr::show ( -3220 3366 -173 ) 80 4000 80 ( 1 0 0)
    
    if(getcvar "push" == "1")
      {
      thread pushtrgcheck2
      thread pushtrgcheck2x
      thread messagepush
      }
      else
      {
      thread areastrgcheck2
      thread areastrgcheck2x
      thread messagepass
      }
    
    thread endtriggeral
    thread endtriggerax
    thread triggerstart
    
    end
    
    
    endtriggeral:
    while(1)
    {
    $endtrgal waittill trigger
    if(parm.other.dmteam == allies) 
      { 
       local.player = parm.other 
       local.player tele ( -4016 4046 -173 ) 
       level.alliesscore++
       thread Scorethread
       iprintlnbold "Allies Score !"
       if(level.resetals == 1)
    	{
       	level.resetals = 0
    	}
      }
    wait .5
    }
    end
    
    endtriggerax:
    while(1)
    {
    $endtrgax waittill trigger
    if(parm.other.dmteam == axis) 
      { 
       local.player = parm.other 
       local.player tele ( 2726 -4394 -207 )
       level.axisscore++
       thread Scorethread
       iprintlnbold "Axis Score !"
       if(level.resetaxs == 1)
    	{
       	level.resetaxs = 0
    	}
      }
    wait .5
    }
    end
    
    triggerstart:
    
    while(1)
    {
    $sptrgstart waittill trigger
    if(parm.other.dmteam == axis) 
      { 
       local.player = parm.other 
       local.player tele ( 3123 -4126 -245 )
      }
    
    wait .5
    }
    end
    
    end
    
    hudstuff:
    
    	while(1){
    
    	wait .5
    
    	huddraw_virtualsize 200 1
    	huddraw_align  200 right top
    	huddraw_font   200 "verdana-12"
    	huddraw_rect   200 -100 57 200 14
    	huddraw_color  200 .85 .85 .10
    	huddraw_alpha  200 1.0
    	huddraw_string 200 "Gain Ground"
    
    	huddraw_virtualsize 201 1
    	huddraw_align  201 right top
    	huddraw_font   201 "verdana-12"
    	huddraw_rect   201 -100 67 200 14
    	huddraw_color  201 .85 .85 .10
    	huddraw_alpha  201 1.0
    	huddraw_string 201 "by <TWL>ViPER"
    	
    	huddraw_virtualsize 203 1
    	huddraw_shader 203 ("textures/hud/allies")
    	huddraw_align  203 right top
    	huddraw_rect   203 -100 85 14 14
    	huddraw_alpha  203 1.0
    
    	huddraw_virtualsize 205 1
    	huddraw_shader 205 ("textures/hud/axis")
    	huddraw_align  205 right top
    	huddraw_rect   205 -100 100 14 14
    	huddraw_alpha  205 1.0
    
    	huddraw_virtualsize 202 1
    	huddraw_align  202 right top
    	huddraw_font   202 "verdana-12"
    	huddraw_rect   202 -80 85 100 14
    	huddraw_color  202 0 1 1
    	huddraw_alpha  202 1.0
    	huddraw_string 202 ("points: " + level.alliesscore )
    
    	huddraw_virtualsize 204 1
    	huddraw_align  204 right top
    	huddraw_font   204 "verdana-12"
    	huddraw_rect   204 -80 100 100 14
    	huddraw_color  204 1 0 0
    	huddraw_alpha  204 1.0
    	huddraw_string 204 ("points: " + level.axisscore )
    
    	wait 1
    
    	huddraw_virtualsize 206 1
    	huddraw_align  206 right top
    	huddraw_font   206 "verdana-12"
    	huddraw_rect   206 -100 117 200 14
    	huddraw_color  206 0 1 0
    	huddraw_alpha  206 1.0
    	huddraw_string 206 ("Battline        Allies")
    
    	huddraw_virtualsize 219 1
    	huddraw_align  219 right top
    	huddraw_font   219 "verdana-12"
    	huddraw_rect   219 -40 250 200 14
    	huddraw_color  219 0 1 0
    	huddraw_alpha  219 1.0
    	huddraw_string 219 (" Axis")
    
    	huddraw_virtualsize 207 1
    	huddraw_align  207 right bottom
    	huddraw_font   207 "verdana-12"
    	huddraw_rect   207 -275 -12 100 14
    	huddraw_color  207 .90 .90 .90
    	huddraw_alpha  207 1.0
    	huddraw_string 207 "Strategic Mods by: <TWL>ViPER"
    
    	wait 1
    
    	huddraw_virtualsize 220 1
    	huddraw_shader 220 ("textures/hud/allies")
    	huddraw_align  220 right top
    	huddraw_rect   220 -40 130 14 14
    
    	huddraw_virtualsize 221 1
    	huddraw_shader 221 ("textures/hud/allies")
    	huddraw_align  221 right top
    	huddraw_rect   221 -40 145 14 14
    
    	huddraw_virtualsize 222 1
    	huddraw_shader 222 ("textures/hud/allies")
    	huddraw_align  222 right top
    	huddraw_rect   222 -40 160 14 14
    
    	huddraw_virtualsize 223 1
    	huddraw_shader 223 ("textures/hud/allies")
    	huddraw_align  223 right top
    	huddraw_rect   223 -40 175 14 14
    
    	huddraw_virtualsize 224 1
    	huddraw_shader 224 ("textures/hud/allies")
    	huddraw_align  224 right top
    	huddraw_rect   224 -40 190 14 14
    
    	huddraw_virtualsize 225 1
    	huddraw_shader 225 ("textures/hud/allies")
    	huddraw_align  225 right top
    	huddraw_rect   225 -40 205 14 14
    
    	huddraw_virtualsize 226 1
    	huddraw_shader 226 ("textures/hud/allies")
    	huddraw_align  226 right top
    	huddraw_rect   226 -40 220 14 14
    
    	huddraw_virtualsize 227 1
    	huddraw_shader 227 ("textures/hud/allies")
    	huddraw_align  227 right top
    	huddraw_rect   227 -40 235 14 14
    
    	wait 1
    
    	huddraw_virtualsize 230 1
    	huddraw_shader 230 ("textures/hud/axis")
    	huddraw_align  230 right top
    	huddraw_rect   230 -20 235 14 14
    
    	huddraw_virtualsize 231 1
    	huddraw_shader 231 ("textures/hud/axis")
    	huddraw_align  231 right top
    	huddraw_rect   231 -20 220 14 14
    
    	huddraw_virtualsize 232 1
    	huddraw_shader 232 ("textures/hud/axis")
    	huddraw_align  232 right top
    	huddraw_rect   232 -20 205 14 14
    
    	huddraw_virtualsize 233 1
    	huddraw_shader 233 ("textures/hud/axis")
    	huddraw_align  233 right top
    	huddraw_rect   233 -20 190 14 14
    
    	huddraw_virtualsize 234 1
    	huddraw_shader 234 ("textures/hud/axis")
    	huddraw_align  234 right top
    	huddraw_rect   234 -20 175 14 14
    
    	huddraw_virtualsize 235 1
    	huddraw_shader 235 ("textures/hud/axis")
    	huddraw_align  235 right top
    	huddraw_rect   235 -20 160 14 14
    
    	huddraw_virtualsize 236 1
    	huddraw_shader 236 ("textures/hud/axis")
    	huddraw_align  236 right top
    	huddraw_rect   236 -20 145 14 14
    
    	huddraw_virtualsize 237 1
    	huddraw_shader 237 ("textures/hud/axis")
    	huddraw_align  237 right top
    	huddraw_rect   237 -20 130 14 14
    
    
    	wait .5
    
    }
    
    end
    
    Scorethread:
    
    
    
    	setcvar "g_obj_alliedtext3" ("Allies: " + level.alliesscore)
    	setcvar "g_obj_axistext1" ("Axis: " + level.axisscore)
    	setcvar "g_obj_axistext2" ("Winning Team")
    
    	if(level.alliesscore > level.axisscore)
    		{
    		setcvar "g_obj_axistext3" ("is ALLIES")
    		}
    	else if(level.axisscore > level.alliesscore)
    		{
    		setcvar "g_obj_axistext3" ("is AXIS")
    		}
    	else
    		{
    		setcvar "g_obj_axistext3" ("it's a DRAW")
    		}
    
    	huddraw_virtualsize 202 1
    	huddraw_align  202 right top
    	huddraw_font   202 "verdana-12"
    	huddraw_rect   202 -80 85 100 14
    	huddraw_color  202 0 1 1
    	huddraw_alpha  202 1.0
    	huddraw_string 202 ("points: " + level.alliesscore )
    
    	huddraw_virtualsize 204 1
    	huddraw_align  204 right top
    	huddraw_font   204 "verdana-12"
    	huddraw_rect   204 -80 100 100 14
    	huddraw_color  204 1 0 0
    	huddraw_alpha  204 1.0
    	huddraw_string 204 ("points: " + level.axisscore )
    
    
    end
    
    //-----------------------------------------------------------------------------
    
    areastrgcheck2:
    
    while(1)
    {
    $sptrg2 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 2
      goto areastrgcheck3
      }
    
    wait 1
    }
    end
    
    areastrgcheck3:
    
    while(1)
    {
    
    $sptrg3 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 3
      goto areastrgcheck4
      }
    
    wait 1
    }
    end
    
    areastrgcheck4:
    
    while(1)
    {
    
    $sptrg4 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 4
      goto areastrgcheck5
      }
    
    wait 1
    }
    end
    
    areastrgcheck5:
    
    while(1)
    {
    
    $sptrg5 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 5
      goto areastrgcheck6
      }
    
    wait 1
    }
    end
    
    areastrgcheck6:
    
    while(1)
    {
    
    $sptrg6 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 6
      goto areastrgcheck7
      }
    
    wait 1
    }
    end
    
    areastrgcheck7:
    
    while(1)
    {
    
    $sptrg7 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 7
      goto areastrgcheck8
      }
    
    wait 1
    }
    end
    
    areastrgcheck8:
    
    while(1)
    {
    
    $sptrg8 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 8
      goto areastrgcheck9
      }
    
    wait 1
    }
    end
    
    areastrgcheck9:
    
    while(1)
    {
    
    $sptrg9 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 9
      goto areastrgcheck10
      }
    
    wait 1
    }
    
    areastrgcheck10:
    
    while(1)
    {
    
    $sptrg10 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 1
      goto areastrgcheck2
      }
    
    wait .4
    }
    
    end
    
    //-----------------------------------------------------------------------------
    
    areastrgcheck2x:
    
    while(1)
    {
    $sptrg2x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 2
      goto areastrgcheck3x
      }
    
    wait 1
    }
    end
    
    areastrgcheck3x:
    
    while(1)
    {
    
    $sptrg3x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 3
      goto areastrgcheck4x
      }
    
    wait 1
    }
    end
    
    areastrgcheck4x:
    
    while(1)
    {
    
    $sptrg4x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 4
      goto areastrgcheck5x
      }
    
    wait 1
    }
    end
    
    areastrgcheck5x:
    
    while(1)
    {
    
    $sptrg5x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 5
      goto areastrgcheck6x
      }
    
    wait 1
    }
    end
    
    areastrgcheck6x:
    
    while(1)
    {
    
    $sptrg6x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 6
      goto areastrgcheck7x
      }
    
    wait 1
    }
    end
    
    areastrgcheck7x:
    
    while(1)
    {
    
    $sptrg7x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 7
      goto areastrgcheck8x
      }
    
    wait 1
    }
    end
    
    areastrgcheck8x:
    
    while(1)
    {
    
    $sptrg8x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 8
      goto areastrgcheck9x
      }
    
    wait 1
    }
    end
    
    areastrgcheck9x:
    
    while(1)
    {
    
    $sptrg9x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 9
      goto areastrgcheck10x
      }
    
    wait 1
    }
    
    areastrgcheck10x:
    
    while(1)
    {
    
    $sptrg10x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 1
      goto areastrgcheck2x
      }
    
    wait .4
    }
    
    end
    
    //-----------------------------------------------------------------------------
    
    pushtrgcheck2:
    
    while(1)
    {
    $sptrg2 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 2
      goto pushtrgcheck3
      }
      else
      {
      level.sflag = 1
      wait 1
      goto pushtrgcheck2
      }
    
    wait 1
    }
    end
    
    pushtrgcheck3:
    
    while(1)
    {
    $sptrg3 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 3
      goto pushtrgcheck4
      }
      else
      {
      level.sflag = 1
      wait 1
      goto pushtrgcheck2
      }
    
    wait 1
    }
    end
    
    pushtrgcheck4:
    
    while(1)
    {
    
    $sptrg4 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 4
      goto pushtrgcheck5
      }
      else
      {
      level.sflag = 2
      wait 1
      goto pushtrgcheck3
      }
    
    wait 1
    }
    end
    
    pushtrgcheck5:
    
    while(1)
    {
    
    $sptrg5 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 5
      goto pushtrgcheck6
      }
      else
      {
      level.sflag = 3
      wait 1
      goto pushtrgcheck4
      }
    
    wait 1
    }
    end
    
    pushtrgcheck6:
    
    while(1)
    {
    
    $sptrg6 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 6
      goto pushtrgcheck7
      }
      else
      {
      level.sflag = 4
      wait 1
      goto pushtrgcheck5
      }
    
    wait 1
    }
    end
    
    pushtrgcheck7:
    
    while(1)
    {
    
    $sptrg7 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 7
      goto pushtrgcheck8
      }
      else
      {
      level.sflag = 5
      wait 1
      goto pushtrgcheck6
      }
    
    wait 1
    }
    end
    
    pushtrgcheck8:
    
    while(1)
    {
    
    $sptrg8 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 8
      goto pushtrgcheck9
      }
      else
      {
      level.sflag = 6
      wait 1
      goto pushtrgcheck7
      }
    
    wait 1
    }
    end
    
    pushtrgcheck9:
    
    while(1)
    {
    
    $sptrg9 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 9
      goto pushtrgcheck10
      }
      else
      {
      level.sflag = 7
      wait 1
      goto pushtrgcheck8
      }
    
    wait 1
    }
    
    pushtrgcheck10:
    
    while(1)
    {
    
    $sptrg10 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 1
      goto pushtrgcheck2
      }
      else
      {
      level.sflag = 7
      wait 1
      goto pushtrgcheck8
      }
    
    wait .4
    }
    
    end
    
    //-----------------------------------------------------------------------------
    
    pushtrgcheck2x:
    
    while(1)
    {
    $sptrg2x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 2
      goto pushtrgcheck3x
      }
      else
      {
      level.sflagx = 1
      wait 1
      goto pushtrgcheck2x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck3x:
    
    while(1)
    {
    $sptrg3x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 3
      goto pushtrgcheck4x
      }
      else
      {
      level.sflagx = 1
      wait 1
      goto pushtrgcheck2x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck4x:
    
    while(1)
    {
    
    $sptrg4x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 4
      goto pushtrgcheck5x
      }
      else
      {
      level.sflagx = 2
      wait 1
      goto pushtrgcheck3x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck5x:
    
    while(1)
    {
    
    $sptrg5x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 5
      goto pushtrgcheck6x
      }
      else
      {
      level.sflagx = 3
      wait 1
      goto pushtrgcheck4x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck6x:
    
    while(1)
    {
    
    $sptrg6x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 6
      goto pushtrgcheck7x
      }
      else
      {
      level.sflagx = 4
      wait 1
      goto pushtrgcheck5x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck7x:
    
    while(1)
    {
    
    $sptrg7x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 7
      goto pushtrgcheck8x
      }
      else
      {
      level.sflagx = 5
      wait 1
      goto pushtrgcheck6x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck8x:
    
    while(1)
    {
    
    $sptrg8x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 8
      goto pushtrgcheck9x
      }
      else
      {
      level.sflagx = 6
      wait 1
      goto pushtrgcheck7x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck9x:
    
    while(1)
    {
    
    $sptrg9x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 9
      goto pushtrgcheck10x
      }
      else
      {
      level.sflagx = 7
      wait 1
      goto pushtrgcheck8x
      }
    
    wait 1
    }
    
    pushtrgcheck10x:
    
    while(1)
    {
    
    $sptrg10x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 1
      goto pushtrgcheck2x
      }
      else
      {
      level.sflagx = 7
      wait 1
      goto pushtrgcheck8x
      }
    
    wait .4
    }
    
    end
    
    //-----------------------------------------------------------------------------
    
    spawnswitch:
    while(1)
    {
    
    switch(level.sflag)  
    { 
    case 1: 
      $alh enablespawn
      wait 1
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 0
    	huddraw_alpha  221 0
    	huddraw_alpha  222 0
    	huddraw_alpha  223 0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 2: 
      $alh enablespawn
      $al2 enablespawn
      wait 1
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 0
    	huddraw_alpha  222 0
    	huddraw_alpha  223 0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 3: 
      $al2 enablespawn
      $al3 enablespawn
      wait 1
      $alh disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 0
    	huddraw_alpha  223 0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 4: 
      $al3 enablespawn
      $al4 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break // 
    case 5: 
      $al4 enablespawn
      $al5 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 6: 
      $al5 enablespawn
      $al6 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 1.0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 7: 
      $al6 enablespawn
      $al7 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 1.0
    	huddraw_alpha  225 1.0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 8: 
      $al7 enablespawn
      $al8 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 1.0
    	huddraw_alpha  225 1.0
    	huddraw_alpha  226 1.0
    	huddraw_alpha  227 0
      ;break //
    case 9: 
      $al8 enablespawn
      $al9 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 1.0
    	huddraw_alpha  225 1.0
    	huddraw_alpha  226 1.0
    	huddraw_alpha  227 1.0
      ;break //
       } 
    
    wait 2
    
    //-----------------------------------------------------------------------------
    
    
    switch(level.sflagx)  
    { 
    case 1: 
      $axh enablespawn
      wait 1
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 0
    	huddraw_alpha  231 0
    	huddraw_alpha  232 0
    	huddraw_alpha  233 0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 2: 
      $axh enablespawn
      $ax2 enablespawn
      wait 1
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 0
    	huddraw_alpha  232 0
    	huddraw_alpha  233 0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 3: 
      $ax2 enablespawn
      $ax3 enablespawn
      wait 1
      $axh disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 0
    	huddraw_alpha  233 0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 4: 
      $ax3 enablespawn
      $ax4 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 5: 
      $ax4 enablespawn
      $ax5 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 6: 
      $ax5 enablespawn
      $ax6 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 1.0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 7: 
      $ax6 enablespawn
      $ax7 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 1.0
    	huddraw_alpha  235 1.0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 8: 
      $ax7 enablespawn
      $ax8 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 1.0
    	huddraw_alpha  235 1.0
    	huddraw_alpha  236 1.0
    	huddraw_alpha  237 0
      ;break // 
    case 9: 
      $ax8 enablespawn
      $ax9 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 1.0
    	huddraw_alpha  235 1.0
    	huddraw_alpha  236 1.0
    	huddraw_alpha  237 1.0
      ;break //
       } 
    
    wait 2
    
    }
    end
    
    //-----------------------------------------------------------------------------
    
    
    messages:
    
    while(1)
    {
    wait 45
    	iprintlnbold "Push forward to your enemies bass to score !"
    wait 30
    	iprintlnbold "Push forward to your opponents base! Gain Ground and score for your team !"
    wait 30
    	iprintlnbold "Push your teams Battleline forward !"
    wait 30
    	iprintlnbold "Push forward to your opponents base to score for your team !"
    wait 5
    	iprintlnbold "Battline Mod moves the spawns forward with your team !"
    wait 15
    }
    end
    
    messagepush:
    wait 30
    	iprintlnbold "Push mode is on !"
    wait 1
    	iprintlnbold "Push back your opponents spawn !"
    end
    
    messagepass:
    wait 30
    	iprintlnbold "Pass mode is on !"
    wait 1
    	iprintlnbold "Push forward to gain ground and score !"
    end
    
    //-----------------------------------------------------------------------------
    
    eventeams:
    
    wait 30
     
    while(1) 
       { 
       level.allies = 0 
       level.axis = 0 
       for(local.dude=1;local.dude <= $player.size;local.dude++) 
       { 
       if ($player[local.dude].dmteam == "axis") 
       level.axis++ 
       if ($player[local.dude].dmteam == "allies") 
       level.allies++ 
       } 
    	setcvar axiscount level.axis
    	setcvar alliescount level.allies
    
         if((level.allies > ( level.axis + 1 )) || (level.axis > ( level.allies + 1 )))
         {
    	huddraw_virtualsize 214 1
    	huddraw_align  214 right top
    	huddraw_font   214 "verdana-12"
    	huddraw_rect   214 -100 40 200 14
    	huddraw_color  214 .10 .95 .10
    	huddraw_alpha  214 1.0
    	huddraw_string 214 "TEAMS"
    
    	huddraw_virtualsize 215 1
    	huddraw_shader 215 ("textures/hud/allies")
    	huddraw_align  215 right top
    	huddraw_rect   215 -60 40 14 14
    	huddraw_alpha  215 1.0
    
    	huddraw_virtualsize 216 1
    	huddraw_shader 216 ("textures/hud/axis")
    	huddraw_align  216 right top
    	huddraw_rect   216 -30 40 14 14
    	huddraw_alpha  216 1.0
    
    	huddraw_virtualsize 217 1
    	huddraw_align  217 right top
    	huddraw_font   217 "verdana-12"
    	huddraw_rect   217 -45 40 20 14
    	huddraw_color  217 .10 .95 .10
    	huddraw_alpha  217 1.0
    	huddraw_string 217 level.allies
    
    	huddraw_virtualsize 218 1
    	huddraw_align  218 right top
    	huddraw_font   218 "verdana-12"
    	huddraw_rect   218 -15 40 20 14
    	huddraw_color  218 .10 .95 .10
    	huddraw_alpha  218 1.0
    	huddraw_string 218 level.axis
    
         } 
    
       wait 2 
    	huddraw_alpha  214 0
    	huddraw_alpha  215 0
    	huddraw_alpha  216 0
    	huddraw_alpha  217 0
    	huddraw_alpha  218 0
       wait 1
       } 
    end
    
    playmusic:
    	waitframe
    	$endtrgal stufftext "tmstartloop sound/music/mus_NorthAfrica_01a.mp3"	// Looping music
    	$endtrgax stufftext "tmstartloop sound/music/mus_NorthAfrica_01a.mp3"	// Looping music
    //	$endtrgal loopsound mus_NorthAfrica_01a
    //	$endtrgax loopsound mus_NorthAfrica_01d
    end
    Here's what I've come up with so far for m2l1:

    Code:
    //
    // M2L1 - Secret Documents of the Kriegsmarine
    //
    
    
    main: 
    
    	if((getcvar("g_gametype") == "1")) 
    	{
    	waitthread ffatype
    	end
    	}
    	else
    	{
    	waitthread tdmtype  
    	end
    	}
    end
    
    
    
    tdmtype:
    
    	setcvar "g_obj_alliedtext1"  "Map Name: M2L1" 
    	setcvar "g_obj_alliedtext2" "Secret Documents of "
    	setcvar "g_obj_alliedtext3"  " the Kriegsmarine"
    	
    	setcvar "g_obj_axistext1" ""
    	setcvar "g_obj_axistext2" ""
    	setcvar "g_obj_axistext3" "Visit www.Mods-R-us.net" 
    
    	setcvar "g_scoreboardpic" "textures/mohmenu/briefing/briefing2a.tga" 
    
    	setcvar "g_gametype" "2"
    	
    	waitthread tdm_spawns
    	waitthread set_da_stuff_up
    
    	level waittill prespawn
    
    	thread global/door_locked.scr::lock
    	exec global/ambient.scr m2l1
    	exec global/DMprecache.scr
    	
    	level waittill spawn
    
    	// level.clockside = kills
      
      thread setup
      thread hudstuff
      thread triggers
      thread messages
      thread eventeams
      
      thread spawnswitch
    
    
    	
    end
    
    
    
    ffatype:
    
    	setcvar "g_obj_alliedtext1"  "Map Name: M2L1" 
    	setcvar "g_obj_alliedtext2" "Secret Documents of "
    	setcvar "g_obj_alliedtext3"  " the Kriegsmarine"
    	
    	setcvar "g_obj_axistext1" ""
    	setcvar "g_obj_axistext2" ""
    	setcvar "g_obj_axistext3" "Visit www.Mods-R-us.net" 
    
    	setcvar "g_scoreboardpic" "textures/mohmenu/briefing/briefing2a.tga" 
    
    	
    	setcvar "g_gametype" "1"
    	
    	waitthread ffa_spawns
    	waitthread set_da_stuff_up
    	
    	level waittill prespawn
    
    	thread global/door_locked.scr::lock
    	exec global/ambient.scr m2l1
    	exec global/DMprecache.scr
    	
    	level waittill spawn
    
    	level.clockside = kills
    
    	
    
    end
    
    
    tdm_spawns:
    
    //////////////////////////////////////////////////////////allies
    
    local.allies1 = spawn info_player_allied targetname alh
    local.allies1.angle = 55.975
    local.allies1.origin = ( -2326.557 -4010.107 485.273 )
    
    local.allies2 = spawn info_player_allied targetname alh
    local.allies2.angle = 11.321
    local.allies2.origin = ( -4205.512 -3793.464 517.613 )
    
    local.allies3 = spawn info_player_allied targetname alh
    local.allies3.angle = 354.990
    local.allies3.origin = ( -2781.522 -3082.792 496.938 )
    
    local.allies4 = spawn info_player_allied targetname al2
    local.allies4.origin = ( -1812.594 -1149.269 450.178 )
    local.allies4.angle = 359.654
    
    local.allies5 = spawn info_player_allied targetname al2
    local.allies5.origin = ( -58.418 -1858.056 469.279 )
    local.allies5.angle = 54.404
    
    local.allies6 = spawn info_player_allied targetname al3
    local.allies6.origin = ( 986.874 -15.125 520.125 )
    local.allies6.angle = 187.520
    
    local.allies7 = spawn info_player_allied targetname al3
    local.allies7.origin = ( 1311.125 15.342 559.075 )
    local.allies7.angle = 89.000
    
    local.allies8 = spawn info_player_allied targetname al4
    local.allies8.origin = ( 1331.720 1642.237 448.125 )
    local.allies8.angle = 184.444
    
    local.allies9 = spawn info_player_allied targetname al4
    local.allies9.origin = ( 575.126 1968.875 448.125 )
    local.allies9.angle = 2.241
    
    local.allies10 = spawn info_player_allied targetname al5
    local.allies10.origin = ( 1130.480 2494.613 448.125 )
    local.allies10.angle = 105.650
    
    local.allies11 = spawn info_player_allied targetname al5
    local.allies11.origin = ( 543.126 3045.795 448.125 )
    local.allies11.angle = 336.264
    
    local.allies12 = spawn info_player_allied targetname al6
    local.allies12.origin = ( 3842.363 2286.531 505.188 )
    local.allies12.angle = 178.517
    
    local.allies13 = spawn info_player_allied targetname al6
    local.allies13.origin = ( 1837.145 1092.459 452.125 )
    local.allies13.angle = 323.992
    
    local.allies14 = spawn info_player_allied targetname al7
    local.allies14.origin = ( 2103.102 -684.476 448.125 )
    local.allies14.angle = 342.021
    
    local.allies15 = spawn info_player_allied targetname al7
    local.allies15.origin = ( 3023.125 -2140.875 478.804 )
    local.allies15.angle = 44.896
    
    local.allies16 = spawn info_player_allied targetname al8
    local.allies16.origin = ( 3955.188 1791.869 464.106 )
    local.allies16.angle = 46.500
    
    local.allies17 = spawn info_player_allied targetname al8
    local.allies17.origin = ( 5326.553 1649.375 318.974 )
    local.allies17.angle = 120.850
    
    local.allies18 = spawn info_player_allied targetname al9
    local.allies18.origin = ( 4139.916 4329.372 -55.875 )
    local.allies18.angle = 308.903
    
    local.allies19 = spawn info_player_allied targetname al9
    local.allies19.origin = ( 4272.875 4691.125 -8.376 )
    local.allies19.angle = 144.772
    
    local.allies19 = spawn info_player_allied targetname al9
    local.allies19.origin = ( 4336.875 6736.874 -3.684 )
    local.allies19.angle = 205.472
    
    ///////////////////////////////////////////////////////////axis
    
    local.axis1 = spawn info_player_axis targetname axh
    local.axis1.angle = 89.055
    local.axis1.origin = ( 4179.127 7552.722 -211.875 )
    
    local.axis2 = spawn info_player_axis targetname axh
    local.axis2.origin = ( 4063.125 7407.126 -83.875 )
    local.axis2.angle = 41.913
    
    local.axis3 = spawn info_player_axis targetname axh
    local.axis3.origin = ( 4248.341 7864.875 44.125 )
    local.axis3.angle = 251.016
    
    local.axis4 = spawn info_player_axis targetname ax2
    local.axis4.origin = ( 2959.125 6831.125 -31.875 )
    local.axis4.angle = 6.619
    
    local.axis5 = spawn info_player_axis targetname ax2
    local.axis5.origin = ( 2045.190 5543.125 -57.837 )
    local.axis5.angle = 359.258
    
    local.axis6 = spawn info_player_axis targetname ax3
    local.axis6.origin = ( 3021.351 3647.133 -29.330 )
    local.axis6.angle = 6.053
    
    local.axis7 = spawn info_player_axis targetname ax3
    local.axis7.origin = ( 4018.950 2911.128 -19.808 )
    local.axis7.angle = 13.793
    
    local.axis8 = spawn info_player_axis targetname ax4
    local.axis8.origin = ( 4144.875 479.125 495.772 )
    local.axis8.angle = 184.136
    
    local.axis9 = spawn info_player_axis targetname ax4
    local.axis9.origin = ( 4523.129 -194.092 488.485 )
    local.axis9.angle = 252.719
    
    local.axis10 = spawn info_player_axis targetname ax5
    local.axis10.origin = ( 3824.875 1359.125 484.125 )
    local.axis10.angle = 176.572
    
    local.axis11 = spawn info_player_axis targetname ax5
    local.axis11.origin = ( 3541.092 2955.870 513.439 )
    local.axis11.angle = 216.826
    
    local.axis12 = spawn info_player_axis targetname ax6
    local.axis12.origin = ( 383.127 2896.875 448.125 )
    local.axis12.angle = 278.190
    
    local.axis13 = spawn info_player_axis targetname ax6
    local.axis13.origin = ( 668.875 3328.874 448.125 )
    local.axis13.angle = 275.773
    
    local.axis14 = spawn info_player_axis targetname ax7
    local.axis14.origin = ( 1160.284 1855.207 448.125 )
    local.axis14.angle = 133.088
    
    local.axis15 = spawn info_player_axis targetname ax7
    local.axis15.origin = ( 576.198 2063.131 448.125 )
    local.axis15.angle = 357.358
    
    local.axis16 = spawn info_player_axis targetname ax8
    local.axis16.origin = ( -501.330 2540.469 490.518 )
    local.axis16.angle = 265.314
    
    local.axis17 = spawn info_player_axis targetname ax8
    local.axis17.origin = ( -1328.875 735.156 471.697 )
    local.axis17.angle = 290.989
    
    local.axis18 = spawn info_player_axis targetname ax9
    local.axis18.origin = ( -2063.852 -592.057 482.589 )
    local.axis18.angle = 269.467
    
    local.axis19 = spawn info_player_axis targetname ax9
    local.axis19.origin = ( 2032.874 -2063.125 487.774 )
    local.axis19.angle = 198.759
    
    local.axis20 = spawn info_player_axis targetname ax9
    local.axis20.origin = ( -561.551 -3767.436 485.913 )
    local.axis20.angle = 134.604
    
    
    end
    
    
    
    
    ffa_spawns: 
    
    
    	spawn info_player_deathmatch "origin" "-1814.51 -2672.87 776.13" "angle" "58"
    	spawn info_player_deathmatch "origin" "431.13 -3641.05 489.66" "angle" "75"
    	spawn info_player_deathmatch "origin" "-1623.08 -1170.81 452.94" "angle" "3"
    	spawn info_player_deathmatch "origin" "-2132.54 447.73 464.39" "angle" "-2"
    	spawn info_player_deathmatch "origin" "-1619.10 1552.47 488.40" "angle" "11"
    
    	spawn info_player_deathmatch "origin" "307.13 2400.87 624.13" "angle" "-87"
    	spawn info_player_deathmatch "origin" "1008.87 2400.87 624.13" "angle" "-122"
    	spawn info_player_deathmatch "origin" "820.88 1519.13 624.13" "angle" "159"
    	spawn info_player_deathmatch "origin" "1315.79 1687.46 448.13" "angle" "-177"
    	spawn info_player_deathmatch "origin" "891.24 1963.57 448.13" "angle" "99"
    
    	spawn info_player_deathmatch "origin" "872.87 3252.87 448.13" "angle" "-113"
    	spawn info_player_deathmatch "origin" "807.13 2613.46 448.13" "angle" "26"
    	spawn info_player_deathmatch "origin" "1490.65 1656.19 502.26" "angle" "72"
    	spawn info_player_deathmatch "origin" "3688.93 2288.74 503.85" "angle" "173"
    	spawn info_player_deathmatch "origin" "3564.65 1390.24 484.13" "angle" "174"
    
    end
    
    
    
    set_da_stuff_up:
    	
    	// Some sounds
    	local.master = spawn scriptmaster
    	local.master aliascache m2l1_radio1 sound/mechanics/shortwave2.wav soundparms 0.7 0.0 1.0 0.0 100 900 auto streamed maps "m dm moh obj"
    	local.master aliascache radio_loop sound/mechanics/Mec_RadioMusic_01.wav soundparms 0.5 0.0 1.0 0.0 150 800 local streamed maps "m2l1 m6l2a dm moh obj train"
    	local.master aliascache m2l1_radio3 sound/mechanics/Mec_RadioLoop_05.wav soundparms 0.7 0.0 1.0 0.0 100 500 auto loaded maps "m2 dm moh obj train"
    
    
    	// Remove AI
    	removeclass actor
    
    	$gate_clip remove
    	$main_gate remove
    
    	$radio1_sound loopsound m2l1_radio1
    	$radio2_sound loopsound radio_loop
    	$radio3_sound loopsound m2l1_radio1
    
    	//thread Map_Guard
    
    end	
    
    
    // not needed
    Map_Guard:
    
    	level.killcount = 0
    
    	spawn trigger_multipleall "targetname" "Killah"
    	$Killah.origin = ( 3152.01 3558.89 590.76 ) 
    	$Killah setsize ( -30 -130 -200 ) ( 30 30 200 )
    	$Killah setthread die
    	$Killah message "Play fair!"
    end
    
    die:
    	iprintln "*** - Map_Guard Triggered - ***"
    	local.punk = parm.other
    	if!(isalive local.punk)
    	{
    	end
    	}
    	local.punk thread spawn_fx models/animate/fx_mortar_dirt.tik 
    	local.punk kill
    	wait 1
    	if (local.punk.health == 0)
    	{
    	level.killcount ++
    	waitthread hudprint ("Map Guard Kills:" + level.killcount ) .75 .65 .1
    	}
    end
    
    
    hudprint local.nstring local.r local.g local.b:
    
    	huddraw_rect 187 140 -84 50 50 
    	huddraw_color 187 local.r local.g local.b 
    	huddraw_font 187 "facfont-20" 
    	huddraw_string 187 local.nstring 
    	huddraw_align 187 left bottom 
    	huddraw_alpha 187 1 
    end 
    
    spawn_fx local.fx:
    	local.temp = spawn script_model model local.fx
    	local.temp notsolid
    	local.temp.origin = self.origin
    	local.temp anim start
    	wait 3
    	local.temp remove
    end
    
    
    
    // End some labels
    document2:
    end
    document1:
    end
    s7_test:
    end
    music2:
    end
    document4:
    end
    document3:
    end
    ladder_hint:
    end
    enable_hall_guards:
    end
    
    setup:
    $axh enablespawn
    $alh enablespawn
    
    $ax9 disablespawn
    $al2 disablespawn
    $ax8 disablespawn
    $al3 disablespawn
    $ax7 disablespawn
    $al4 disablespawn
    $ax6 disablespawn
    $al5 disablespawn
    $ax5 disablespawn
    $al6 disablespawn
    $ax4 disablespawn
    $al7 disablespawn
    $ax3 disablespawn
    $al8 disablespawn
    $ax2 disablespawn
    $al9 disablespawn
    level.alliesscore = 0
    level.axisscore = 0
    level.sflag = 1
    level.sflagx = 1
    end
    
    triggers:
    
    local.sptrg = waitexec global/trigger.scr -3598.932 -3089.528 456.611 -3881.924 -3909.593 551.171 sptrgstart
    
    local.sptrg = waitexec global/trigger.scr -1981.127 -3365.869 464.125 -1946.875 -2984.874 504.125 sptrg1
    
    local.sptrg = waitexec global/trigger.scr -2464.875 -487.340 430.923 1008.875 -352.303 506.266 sptrg2
    
    local.sptrg = waitexec global/trigger.scr 244.005 1455.855 428.125 130.789 1506.605 468.125 sptrg3
    
    local.sptrg = waitexec global/trigger.scr 744.875 2447.125 428.125 575.126 2384.875 468.125 sptrg4
    
    local.sptrg = waitexec global/trigger.scr 1440.869 2504.754 428.125 1487.128 2608.596 468.125 sptrg5
    
    local.sptrg = waitexec global/trigger.scr 1849.144 487.937 432.125 3824.875 545.727 504.125 sptrg6
    
    local.sptrg = waitexec global/trigger.scr 3951.125 -299.589 509.358 5912.875 -110.759 454.054 sptrg7
    
    local.sptrg = waitexec global/trigger.scr 5068.957 3316.083 20.705 3199.125 3167.125 -50.899 sptrg8
    
    local.sptrg = waitexec global/trigger.scr -48.875 5916.871 -32.837 4400.875 6212.131 -83.875 sptrg9
    
    local.sptrg = waitexec global/trigger.scr 3585.274 7360.875 197.874 3677.036 6835.125 156.125 sptrg10
    
    ////////////////////////////////////////////
    
    local.sptrg = waitexec global/trigger.scr -1946.873 -2893.465 503.830 -1981.211 -3512.872 449.203 sptrg10x
    
    local.sptrg = waitexec global/trigger.scr -392.425 -3776.870 468.125 -1946.870 -2147.739 515.542 sptrg9x
    
    local.sptrg = waitexec global/trigger.scr -2464.875 -401.930 432.922 1008.800 -771.911 515.685 sptrg8x
    
    local.sptrg = waitexec global/trigger.scr 405.965 1792.872 428.125 286.761 1519.139 468.125 sptrg7x
    
    local.sptrg = waitexec global/trigger.scr 752.872 2329.489 428.125 575.141 2243.759 468.125 sptrg6x
    
    local.sptrg = waitexec global/trigger.scr 1311.126 2636.165 428.125 1424.873 2704.105 468.125 sptrg5x
    
    local.sptrg = waitexec global/trigger.scr 3312.875 627.513 503.757 1837.141 861.912 432.125 sptrg4x
    
    local.sptrg = waitexec global/trigger.scr 5169.039 2694.702 85.966 4703.125 2349.135 193.566 sptrg3x
    
    local.sptrg = waitexec global/trigger.scr 4271.620 5245.246 16.760 2832.949 4383.175 -83.875 sptrg2x
    
    local.sptrg = waitexec global/trigger.scr 4033.931 7360.875 156.125 4208.874 7306.561 196.125 sptrg1x
    
    
    local.sptrg = waitexec global/trigger.scr 3585.274 7360.875 197.874 3677.036 6835.125 156.125 endtrgal
    
    // exec global/showbox.scr::show ( 2196 -3489 -113 ) 80 160 80 ( 0 0 1)
    
    local.sptrg = waitexec global/trigger.scr -1946.873 -2893.465 503.830 -1981.211 -3512.872 449.203 endtrgax
    
    // exec global/showbox.scr::show ( -3220 3366 -173 ) 80 4000 80 ( 1 0 0)
    
    if(getcvar "push" == "1")
      {
      thread pushtrgcheck2
      thread pushtrgcheck2x
      thread messagepush
      }
      else
      {
      thread areastrgcheck2
      thread areastrgcheck2x
      thread messagepass
      }
    
    thread endtriggeral
    thread endtriggerax
    thread triggerstart
    
    end
    
    
    endtriggeral:
    while(1)
    {
    $endtrgal waittill trigger
    if(parm.other.dmteam == allies) 
      { 
       local.player = parm.other 
       local.player tele ( -3758.109 -2783.281 486.699 ) 
       level.alliesscore++
       thread Scorethread
       iprintlnbold "Allies Score !"
       if(level.resetals == 1)
    	{
       	level.resetals = 0
    	}
      }
    wait .5
    }
    end
    
    endtriggerax:
    while(1)
    {
    $endtrgax waittill trigger
    if(parm.other.dmteam == axis) 
      { 
       local.player = parm.other 
       local.player tele ( 3827.380 7759.125 -211.875 )
       level.axisscore++
       thread Scorethread
       iprintlnbold "Axis Score !"
       if(level.resetaxs == 1)
    	{
       	level.resetaxs = 0
    	}
      }
    wait .5
    }
    end
    
    triggerstart:
    
    while(1)
    {
    $sptrgstart waittill trigger
    if(parm.other.dmteam == axis) 
      { 
       local.player = parm.other 
       local.player tele ( 4179.127 7552.722 -211.875 )
      }
    
    wait .5
    }
    end
    
    end
    
    hudstuff:
    
    	while(1){
    
    	wait .5
    
    	huddraw_virtualsize 200 1
    	huddraw_align  200 right top
    	huddraw_font   200 "verdana-12"
    	huddraw_rect   200 -100 57 200 14
    	huddraw_color  200 .85 .85 .10
    	huddraw_alpha  200 1.0
    	huddraw_string 200 "Gain Ground"
    
      /*
    	huddraw_virtualsize 201 1
    	huddraw_align  201 right top
    	huddraw_font   201 "verdana-12"
    	huddraw_rect   201 -100 67 200 14
    	huddraw_color  201 .85 .85 .10
    	huddraw_alpha  201 1.0
    	huddraw_string 201 "by <TWL>ViPER"
    	*/
      
    	huddraw_virtualsize 203 1
    	huddraw_shader 203 ("textures/hud/allies")
    	huddraw_align  203 right top
    	huddraw_rect   203 -100 85 14 14
    	huddraw_alpha  203 1.0
    
    	huddraw_virtualsize 205 1
    	huddraw_shader 205 ("textures/hud/axis")
    	huddraw_align  205 right top
    	huddraw_rect   205 -100 100 14 14
    	huddraw_alpha  205 1.0
    
    	huddraw_virtualsize 202 1
    	huddraw_align  202 right top
    	huddraw_font   202 "verdana-12"
    	huddraw_rect   202 -80 85 100 14
    	huddraw_color  202 0 1 1
    	huddraw_alpha  202 1.0
    	huddraw_string 202 ("points: " + level.alliesscore )
    
    	huddraw_virtualsize 204 1
    	huddraw_align  204 right top
    	huddraw_font   204 "verdana-12"
    	huddraw_rect   204 -80 100 100 14
    	huddraw_color  204 1 0 0
    	huddraw_alpha  204 1.0
    	huddraw_string 204 ("points: " + level.axisscore )
    
    	wait 1
    
    	huddraw_virtualsize 206 1
    	huddraw_align  206 right top
    	huddraw_font   206 "verdana-12"
    	huddraw_rect   206 -100 117 200 14
    	huddraw_color  206 0 1 0
    	huddraw_alpha  206 1.0
    	huddraw_string 206 ("Battline        Allies")
    
    	huddraw_virtualsize 219 1
    	huddraw_align  219 right top
    	huddraw_font   219 "verdana-12"
    	huddraw_rect   219 -40 250 200 14
    	huddraw_color  219 0 1 0
    	huddraw_alpha  219 1.0
    	huddraw_string 219 (" Axis")
    
      /*
    	huddraw_virtualsize 207 1
    	huddraw_align  207 right bottom
    	huddraw_font   207 "verdana-12"
    	huddraw_rect   207 -275 -12 100 14
    	huddraw_color  207 .90 .90 .90
    	huddraw_alpha  207 1.0
    	huddraw_string 207 "Strategic Mods by: <TWL>ViPER"
    
      */
      
    	wait 1
    
    	huddraw_virtualsize 220 1
    	huddraw_shader 220 ("textures/hud/allies")
    	huddraw_align  220 right top
    	huddraw_rect   220 -40 130 14 14
    
    	huddraw_virtualsize 221 1
    	huddraw_shader 221 ("textures/hud/allies")
    	huddraw_align  221 right top
    	huddraw_rect   221 -40 145 14 14
    
    	huddraw_virtualsize 222 1
    	huddraw_shader 222 ("textures/hud/allies")
    	huddraw_align  222 right top
    	huddraw_rect   222 -40 160 14 14
    
    	huddraw_virtualsize 223 1
    	huddraw_shader 223 ("textures/hud/allies")
    	huddraw_align  223 right top
    	huddraw_rect   223 -40 175 14 14
    
    	huddraw_virtualsize 224 1
    	huddraw_shader 224 ("textures/hud/allies")
    	huddraw_align  224 right top
    	huddraw_rect   224 -40 190 14 14
    
    	huddraw_virtualsize 225 1
    	huddraw_shader 225 ("textures/hud/allies")
    	huddraw_align  225 right top
    	huddraw_rect   225 -40 205 14 14
    
    	huddraw_virtualsize 226 1
    	huddraw_shader 226 ("textures/hud/allies")
    	huddraw_align  226 right top
    	huddraw_rect   226 -40 220 14 14
    
    	huddraw_virtualsize 227 1
    	huddraw_shader 227 ("textures/hud/allies")
    	huddraw_align  227 right top
    	huddraw_rect   227 -40 235 14 14
    
    	wait 1
    
    	huddraw_virtualsize 230 1
    	huddraw_shader 230 ("textures/hud/axis")
    	huddraw_align  230 right top
    	huddraw_rect   230 -20 235 14 14
    
    	huddraw_virtualsize 231 1
    	huddraw_shader 231 ("textures/hud/axis")
    	huddraw_align  231 right top
    	huddraw_rect   231 -20 220 14 14
    
    	huddraw_virtualsize 232 1
    	huddraw_shader 232 ("textures/hud/axis")
    	huddraw_align  232 right top
    	huddraw_rect   232 -20 205 14 14
    
    	huddraw_virtualsize 233 1
    	huddraw_shader 233 ("textures/hud/axis")
    	huddraw_align  233 right top
    	huddraw_rect   233 -20 190 14 14
    
    	huddraw_virtualsize 234 1
    	huddraw_shader 234 ("textures/hud/axis")
    	huddraw_align  234 right top
    	huddraw_rect   234 -20 175 14 14
    
    	huddraw_virtualsize 235 1
    	huddraw_shader 235 ("textures/hud/axis")
    	huddraw_align  235 right top
    	huddraw_rect   235 -20 160 14 14
    
    	huddraw_virtualsize 236 1
    	huddraw_shader 236 ("textures/hud/axis")
    	huddraw_align  236 right top
    	huddraw_rect   236 -20 145 14 14
    
    	huddraw_virtualsize 237 1
    	huddraw_shader 237 ("textures/hud/axis")
    	huddraw_align  237 right top
    	huddraw_rect   237 -20 130 14 14
    
    
    	wait .5
    
    }
    
    end
    
    Scorethread:
    
    
    
    	setcvar "g_obj_alliedtext3" ("Allies: " + level.alliesscore)
    	setcvar "g_obj_axistext1" ("Axis: " + level.axisscore)
    	setcvar "g_obj_axistext2" ("Winning Team")
    
    	if(level.alliesscore > level.axisscore)
    		{
    		setcvar "g_obj_axistext3" ("is ALLIES")
    		}
    	else if(level.axisscore > level.alliesscore)
    		{
    		setcvar "g_obj_axistext3" ("is AXIS")
    		}
    	else
    		{
    		setcvar "g_obj_axistext3" ("it's a DRAW")
    		}
    
    	huddraw_virtualsize 202 1
    	huddraw_align  202 right top
    	huddraw_font   202 "verdana-12"
    	huddraw_rect   202 -80 85 100 14
    	huddraw_color  202 0 1 1
    	huddraw_alpha  202 1.0
    	huddraw_string 202 ("points: " + level.alliesscore )
    
    	huddraw_virtualsize 204 1
    	huddraw_align  204 right top
    	huddraw_font   204 "verdana-12"
    	huddraw_rect   204 -80 100 100 14
    	huddraw_color  204 1 0 0
    	huddraw_alpha  204 1.0
    	huddraw_string 204 ("points: " + level.axisscore )
    
    
    end
    
    //-----------------------------------------------------------------------------
    
    areastrgcheck2:
    
    while(1)
    {
    $sptrg2 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 2
      goto areastrgcheck3
      }
    
    wait 1
    }
    end
    
    areastrgcheck3:
    
    while(1)
    {
    
    $sptrg3 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 3
      goto areastrgcheck4
      }
    
    wait 1
    }
    end
    
    areastrgcheck4:
    
    while(1)
    {
    
    $sptrg4 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 4
      goto areastrgcheck5
      }
    
    wait 1
    }
    end
    
    areastrgcheck5:
    
    while(1)
    {
    
    $sptrg5 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 5
      goto areastrgcheck6
      }
    
    wait 1
    }
    end
    
    areastrgcheck6:
    
    while(1)
    {
    
    $sptrg6 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 6
      goto areastrgcheck7
      }
    
    wait 1
    }
    end
    
    areastrgcheck7:
    
    while(1)
    {
    
    $sptrg7 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 7
      goto areastrgcheck8
      }
    
    wait 1
    }
    end
    
    areastrgcheck8:
    
    while(1)
    {
    
    $sptrg8 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 8
      goto areastrgcheck9
      }
    
    wait 1
    }
    end
    
    areastrgcheck9:
    
    while(1)
    {
    
    $sptrg9 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 9
      goto areastrgcheck10
      }
    
    wait 1
    }
    
    areastrgcheck10:
    
    while(1)
    {
    
    $sptrg10 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 1
      goto areastrgcheck2
      }
    
    wait .4
    }
    
    end
    
    //-----------------------------------------------------------------------------
    
    areastrgcheck2x:
    
    while(1)
    {
    $sptrg2x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 2
      goto areastrgcheck3x
      }
    
    wait 1
    }
    end
    
    areastrgcheck3x:
    
    while(1)
    {
    
    $sptrg3x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 3
      goto areastrgcheck4x
      }
    
    wait 1
    }
    end
    
    areastrgcheck4x:
    
    while(1)
    {
    
    $sptrg4x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 4
      goto areastrgcheck5x
      }
    
    wait 1
    }
    end
    
    areastrgcheck5x:
    
    while(1)
    {
    
    $sptrg5x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 5
      goto areastrgcheck6x
      }
    
    wait 1
    }
    end
    
    areastrgcheck6x:
    
    while(1)
    {
    
    $sptrg6x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 6
      goto areastrgcheck7x
      }
    
    wait 1
    }
    end
    
    areastrgcheck7x:
    
    while(1)
    {
    
    $sptrg7x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 7
      goto areastrgcheck8x
      }
    
    wait 1
    }
    end
    
    areastrgcheck8x:
    
    while(1)
    {
    
    $sptrg8x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 8
      goto areastrgcheck9x
      }
    
    wait 1
    }
    end
    
    areastrgcheck9x:
    
    while(1)
    {
    
    $sptrg9x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 9
      goto areastrgcheck10x
      }
    
    wait 1
    }
    
    areastrgcheck10x:
    
    while(1)
    {
    
    $sptrg10x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 1
      goto areastrgcheck2x
      }
    
    wait .4
    }
    
    end
    
    //-----------------------------------------------------------------------------
    
    pushtrgcheck2:
    
    while(1)
    {
    $sptrg2 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 2
      goto pushtrgcheck3
      }
      else
      {
      level.sflag = 1
      wait 1
      goto pushtrgcheck2
      }
    
    wait 1
    }
    end
    
    pushtrgcheck3:
    
    while(1)
    {
    $sptrg3 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 3
      goto pushtrgcheck4
      }
      else
      {
      level.sflag = 1
      wait 1
      goto pushtrgcheck2
      }
    
    wait 1
    }
    end
    
    pushtrgcheck4:
    
    while(1)
    {
    
    $sptrg4 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 4
      goto pushtrgcheck5
      }
      else
      {
      level.sflag = 2
      wait 1
      goto pushtrgcheck3
      }
    
    wait 1
    }
    end
    
    pushtrgcheck5:
    
    while(1)
    {
    
    $sptrg5 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 5
      goto pushtrgcheck6
      }
      else
      {
      level.sflag = 3
      wait 1
      goto pushtrgcheck4
      }
    
    wait 1
    }
    end
    
    pushtrgcheck6:
    
    while(1)
    {
    
    $sptrg6 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 6
      goto pushtrgcheck7
      }
      else
      {
      level.sflag = 4
      wait 1
      goto pushtrgcheck5
      }
    
    wait 1
    }
    end
    
    pushtrgcheck7:
    
    while(1)
    {
    
    $sptrg7 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 7
      goto pushtrgcheck8
      }
      else
      {
      level.sflag = 5
      wait 1
      goto pushtrgcheck6
      }
    
    wait 1
    }
    end
    
    pushtrgcheck8:
    
    while(1)
    {
    
    $sptrg8 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 8
      goto pushtrgcheck9
      }
      else
      {
      level.sflag = 6
      wait 1
      goto pushtrgcheck7
      }
    
    wait 1
    }
    end
    
    pushtrgcheck9:
    
    while(1)
    {
    
    $sptrg9 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 9
      goto pushtrgcheck10
      }
      else
      {
      level.sflag = 7
      wait 1
      goto pushtrgcheck8
      }
    
    wait 1
    }
    
    pushtrgcheck10:
    
    while(1)
    {
    
    $sptrg10 waittill trigger
    if(parm.other.dmteam == allies) 
      { 
      level.sflag = 1
      goto pushtrgcheck2
      }
      else
      {
      level.sflag = 7
      wait 1
      goto pushtrgcheck8
      }
    
    wait .4
    }
    
    end
    
    //-----------------------------------------------------------------------------
    
    pushtrgcheck2x:
    
    while(1)
    {
    $sptrg2x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 2
      goto pushtrgcheck3x
      }
      else
      {
      level.sflagx = 1
      wait 1
      goto pushtrgcheck2x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck3x:
    
    while(1)
    {
    $sptrg3x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 3
      goto pushtrgcheck4x
      }
      else
      {
      level.sflagx = 1
      wait 1
      goto pushtrgcheck2x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck4x:
    
    while(1)
    {
    
    $sptrg4x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 4
      goto pushtrgcheck5x
      }
      else
      {
      level.sflagx = 2
      wait 1
      goto pushtrgcheck3x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck5x:
    
    while(1)
    {
    
    $sptrg5x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 5
      goto pushtrgcheck6x
      }
      else
      {
      level.sflagx = 3
      wait 1
      goto pushtrgcheck4x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck6x:
    
    while(1)
    {
    
    $sptrg6x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 6
      goto pushtrgcheck7x
      }
      else
      {
      level.sflagx = 4
      wait 1
      goto pushtrgcheck5x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck7x:
    
    while(1)
    {
    
    $sptrg7x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 7
      goto pushtrgcheck8x
      }
      else
      {
      level.sflagx = 5
      wait 1
      goto pushtrgcheck6x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck8x:
    
    while(1)
    {
    
    $sptrg8x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 8
      goto pushtrgcheck9x
      }
      else
      {
      level.sflagx = 6
      wait 1
      goto pushtrgcheck7x
      }
    
    wait 1
    }
    end
    
    pushtrgcheck9x:
    
    while(1)
    {
    
    $sptrg9x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 9
      goto pushtrgcheck10x
      }
      else
      {
      level.sflagx = 7
      wait 1
      goto pushtrgcheck8x
      }
    
    wait 1
    }
    
    pushtrgcheck10x:
    
    while(1)
    {
    
    $sptrg10x waittill trigger
    if(parm.other.dmteam == axis) 
      { 
      level.sflagx = 1
      goto pushtrgcheck2x
      }
      else
      {
      level.sflagx = 7
      wait 1
      goto pushtrgcheck8x
      }
    
    wait .4
    }
    
    end
    
    //-----------------------------------------------------------------------------
    
    spawnswitch:
    while(1)
    {
    
    switch(level.sflag)  
    { 
    case 1: 
      $alh enablespawn
      wait 1
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 0
    	huddraw_alpha  221 0
    	huddraw_alpha  222 0
    	huddraw_alpha  223 0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 2: 
      $alh enablespawn
      $al2 enablespawn
      wait 1
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 0
    	huddraw_alpha  222 0
    	huddraw_alpha  223 0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 3: 
      $al2 enablespawn
      $al3 enablespawn
      wait 1
      $alh disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 0
    	huddraw_alpha  223 0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 4: 
      $al3 enablespawn
      $al4 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break // 
    case 5: 
      $al4 enablespawn
      $al5 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al6 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 6: 
      $al5 enablespawn
      $al6 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al7 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 1.0
    	huddraw_alpha  225 0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 7: 
      $al6 enablespawn
      $al7 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al8 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 1.0
    	huddraw_alpha  225 1.0
    	huddraw_alpha  226 0
    	huddraw_alpha  227 0
      ;break //
    case 8: 
      $al7 enablespawn
      $al8 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al9 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 1.0
    	huddraw_alpha  225 1.0
    	huddraw_alpha  226 1.0
    	huddraw_alpha  227 0
      ;break //
    case 9: 
      $al8 enablespawn
      $al9 enablespawn
      wait 1
      $alh disablespawn
      $al2 disablespawn
      $al3 disablespawn
      $al4 disablespawn
      $al5 disablespawn
      $al6 disablespawn
      $al7 disablespawn
    	huddraw_alpha  220 1.0
    	huddraw_alpha  221 1.0
    	huddraw_alpha  222 1.0
    	huddraw_alpha  223 1.0
    	huddraw_alpha  224 1.0
    	huddraw_alpha  225 1.0
    	huddraw_alpha  226 1.0
    	huddraw_alpha  227 1.0
      ;break //
       } 
    
    wait 2
    
    //-----------------------------------------------------------------------------
    
    
    switch(level.sflagx)  
    { 
    case 1: 
      $axh enablespawn
      wait 1
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 0
    	huddraw_alpha  231 0
    	huddraw_alpha  232 0
    	huddraw_alpha  233 0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 2: 
      $axh enablespawn
      $ax2 enablespawn
      wait 1
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 0
    	huddraw_alpha  232 0
    	huddraw_alpha  233 0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 3: 
      $ax2 enablespawn
      $ax3 enablespawn
      wait 1
      $axh disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 0
    	huddraw_alpha  233 0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 4: 
      $ax3 enablespawn
      $ax4 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 5: 
      $ax4 enablespawn
      $ax5 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 6: 
      $ax5 enablespawn
      $ax6 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax7 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 1.0
    	huddraw_alpha  235 0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 7: 
      $ax6 enablespawn
      $ax7 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax8 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 1.0
    	huddraw_alpha  235 1.0
    	huddraw_alpha  236 0
    	huddraw_alpha  237 0
      ;break //
    case 8: 
      $ax7 enablespawn
      $ax8 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax9 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 1.0
    	huddraw_alpha  235 1.0
    	huddraw_alpha  236 1.0
    	huddraw_alpha  237 0
      ;break // 
    case 9: 
      $ax8 enablespawn
      $ax9 enablespawn
      wait 1
      $axh disablespawn
      $ax2 disablespawn
      $ax3 disablespawn
      $ax4 disablespawn
      $ax5 disablespawn
      $ax6 disablespawn
      $ax7 disablespawn
    	huddraw_alpha  230 1.0
    	huddraw_alpha  231 1.0
    	huddraw_alpha  232 1.0
    	huddraw_alpha  233 1.0
    	huddraw_alpha  234 1.0
    	huddraw_alpha  235 1.0
    	huddraw_alpha  236 1.0
    	huddraw_alpha  237 1.0
      ;break //
       } 
    
    wait 2
    
    }
    end
    
    //-----------------------------------------------------------------------------
    
    
    messages:
    
    while(1)
    {
    wait 45
    	iprintlnbold "Push forward to your enemies bass to score !"
    wait 30
    	iprintlnbold "Push forward to your opponents base! Gain Ground and score for your team !"
    wait 30
    	iprintlnbold "Push your teams Battleline forward !"
    wait 30
    	iprintlnbold "Push forward to your opponents base to score for your team !"
    wait 5
    	iprintlnbold "Battline Mod moves the spawns forward with your team !"
    wait 15
    }
    end
    
    messagepush:
    wait 30
    	iprintlnbold "Push mode is on !"
    wait 1
    	iprintlnbold "Push back your opponents spawn !"
    end
    
    messagepass:
    wait 30
    	iprintlnbold "Pass mode is on !"
    wait 1
    	iprintlnbold "Push forward to gain ground and score !"
    end
    
    //-----------------------------------------------------------------------------
    
    eventeams:
    
    wait 30
     
    while(1) 
       { 
       level.allies = 0 
       level.axis = 0 
       for(local.dude=1;local.dude <= $player.size;local.dude++) 
       { 
       if ($player[local.dude].dmteam == "axis") 
       level.axis++ 
       if ($player[local.dude].dmteam == "allies") 
       level.allies++ 
       } 
    	setcvar axiscount level.axis
    	setcvar alliescount level.allies
    
         if((level.allies > ( level.axis + 1 )) || (level.axis > ( level.allies + 1 )))
         {
    	huddraw_virtualsize 214 1
    	huddraw_align  214 right top
    	huddraw_font   214 "verdana-12"
    	huddraw_rect   214 -100 40 200 14
    	huddraw_color  214 .10 .95 .10
    	huddraw_alpha  214 1.0
    	huddraw_string 214 "TEAMS"
    
    	huddraw_virtualsize 215 1
    	huddraw_shader 215 ("textures/hud/allies")
    	huddraw_align  215 right top
    	huddraw_rect   215 -60 40 14 14
    	huddraw_alpha  215 1.0
    
    	huddraw_virtualsize 216 1
    	huddraw_shader 216 ("textures/hud/axis")
    	huddraw_align  216 right top
    	huddraw_rect   216 -30 40 14 14
    	huddraw_alpha  216 1.0
    
    	huddraw_virtualsize 217 1
    	huddraw_align  217 right top
    	huddraw_font   217 "verdana-12"
    	huddraw_rect   217 -45 40 20 14
    	huddraw_color  217 .10 .95 .10
    	huddraw_alpha  217 1.0
    	huddraw_string 217 level.allies
    
    	huddraw_virtualsize 218 1
    	huddraw_align  218 right top
    	huddraw_font   218 "verdana-12"
    	huddraw_rect   218 -15 40 20 14
    	huddraw_color  218 .10 .95 .10
    	huddraw_alpha  218 1.0
    	huddraw_string 218 level.axis
    
         } 
    
       wait 2 
    	huddraw_alpha  214 0
    	huddraw_alpha  215 0
    	huddraw_alpha  216 0
    	huddraw_alpha  217 0
    	huddraw_alpha  218 0
       wait 1
       } 
    end
    
    playmusic:
    	waitframe
    //	$endtrgal stufftext "tmstartloop sound/music/mus_NorthAfrica_01a.mp3"	// Looping music
    //	$endtrgax stufftext "tmstartloop sound/music/mus_NorthAfrica_01a.mp3"	// Looping music
    //	$endtrgal loopsound mus_NorthAfrica_01a
    //	$endtrgax loopsound mus_NorthAfrica_01d
    end
    Anyone see something that I'm not as to why the spawns are not working as a team progresses and reaches each trigger?

    In one of the maps I've modified, all clients crash with this error:

    FS_ReadFile with empty name
    Yet, on the server side, no script errors are shown and I'm using developer for logging.

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