cod5-sdk/raw/maps/mp/mp_roundhouse.gsc

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2008-11-20 00:00:00 +00:00
main()
{
maps\mp\mp_roundhouse_fx::main();
maps\mp\createart\mp_roundhouse_art::main();
precachemodel("collision_geo_ramp");
precachemodel("collision_geo_32x32x128");
maps\mp\_load::main();
// If the team nationalites change in this file,
// you must update the team nationality in the level's csc file as well!
maps\mp\mp_roundhouse_amb::main();
// uncomment this when you have your own mini-map for this map
maps\mp\_compass::setupMiniMap("compass_map_mp_roundhouse");
game["allies"] = "russian";
game["axis"] = "german";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "german";
game["axis_soldiertype"] = "german";
game["strings"]["war_callsign_a"] = &"MPUI_CALLSIGN_ROUNDHOUSE_A";
game["strings"]["war_callsign_b"] = &"MPUI_CALLSIGN_ROUNDHOUSE_B";
game["strings"]["war_callsign_c"] = &"MPUI_CALLSIGN_ROUNDHOUSE_C";
game["strings"]["war_callsign_d"] = &"MPUI_CALLSIGN_ROUNDHOUSE_D";
game["strings"]["war_callsign_e"] = &"MPUI_CALLSIGN_ROUNDHOUSE_E";
game["strings_menu"]["war_callsign_a"] = "@MPUI_CALLSIGN_ROUNDHOUSE_A";
game["strings_menu"]["war_callsign_b"] = "@MPUI_CALLSIGN_ROUNDHOUSE_B";
game["strings_menu"]["war_callsign_c"] = "@MPUI_CALLSIGN_ROUNDHOUSE_C";
game["strings_menu"]["war_callsign_d"] = "@MPUI_CALLSIGN_ROUNDHOUSE_D";
game["strings_menu"]["war_callsign_e"] = "@MPUI_CALLSIGN_ROUNDHOUSE_E";
setdvar( "r_specularcolorscale", "1" );
setdvar("compassmaxrange","2100");
// enable new spawning system
maps\mp\gametypes\_spawning::level_use_unified_spawning(true);
thread trigger_killer( (1646,-3590, -518), 500, 10 ); // large and thin
// original map hole
spawncollision("collision_geo_ramp","collider",(1616,-3592,-416), (0,0,0));
//lamp jump
spawncollision("collision_geo_32x32x128","collider",(-463, -874, -277), (0,0,0));
return;
}
trigger_killer( position, width, height )
{
kill_trig = spawn("trigger_radius", position, 0, width, height);
while(1)
{
kill_trig waittill("trigger",player);
if ( isplayer( player ) )
{
player suicide();
}
}
}