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

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main()
{
//maps\mp\mp_cargoship_fx::main();
//maps\createart\mp_cargoship_art::main();
//needs to be first for create fx
maps\mp\mp_castle_fx::main();
precachemodel("collision_geo_256x256x10");
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precachemodel("collision_wall_256x256x10");
precachemodel("collision_geo_32x32x128");
precachemodel("collision_geo_32x32x32");
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maps\mp\_load::main();
maps\mp\mp_castle_amb::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_castle");
//setExpFog(300, 1400, 0.5, 0.5, 0.5, 0);
//VisionSetNaked( "mp_cargoship" );
//ambientPlay("ambient_cargoshipmp_ext");
// If the team nationalites change in this file,
// you must update the team nationality in the level's csc file as well!
game["allies"] = "marines";
game["axis"] = "japanese";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["allies_soldiertype"] = "pacific";
game["axis_soldiertype"] = "pacific";
setdvar( "r_specularcolorscale", "1" );
setdvar("compassmaxrange","2100");
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thread trigger_killer( (2166,-604, -556), 125, 10 );
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game["strings"]["war_callsign_a"] = &"MPUI_CALLSIGN_CASTLE_A";
game["strings"]["war_callsign_b"] = &"MPUI_CALLSIGN_CASTLE_B";
game["strings"]["war_callsign_c"] = &"MPUI_CALLSIGN_CASTLE_C";
game["strings"]["war_callsign_d"] = &"MPUI_CALLSIGN_CASTLE_D";
game["strings"]["war_callsign_e"] = &"MPUI_CALLSIGN_CASTLE_E";
game["strings_menu"]["war_callsign_a"] = "@MPUI_CALLSIGN_CASTLE_A";
game["strings_menu"]["war_callsign_b"] = "@MPUI_CALLSIGN_CASTLE_B";
game["strings_menu"]["war_callsign_c"] = "@MPUI_CALLSIGN_CASTLE_C";
game["strings_menu"]["war_callsign_d"] = "@MPUI_CALLSIGN_CASTLE_D";
game["strings_menu"]["war_callsign_e"] = "@MPUI_CALLSIGN_CASTLE_E";
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// Spawned Collision
//prevents players from getting on top of the stone building south of rock garden
spawncollision("collision_geo_256x256x10","collider",(145, -2080, 49), (270, 90, 0));
//fix for map hole west of pond, next to storage building
spawncollision("collision_wall_256x256x10","collider",(2169, -568, -456), (0, 270, 0));
//fix for map hole in east pond wall
spawncollision("collision_wall_256x256x10","collider",(2409, -1333, -473), (0, 0, 0));
//fix for map hole in north pond wall
spawncollision("collision_wall_256x256x10","collider",(2230, -1232, -522), (0, 270, 0));
//fix for rooftop access through dojo window using two players
spawncollision("collision_wall_256x256x10","collider",(3320, -2459, 59), (0, 0, 0));
//prevents players from hiding in tree by red bridge
spawncollision("collision_geo_32x32x128","collider",(2471, -835, -329), (0, 0, 0));
//stuck spot between red trims on a the southernmost wall, accessible by jumping on barrels
spawncollision("collision_geo_32x32x32","collider",(542.5, -1939.5, -96), (0, 0, 0));
//fix for sticky spot by barrel at south end of rock garden
spawncollision("collision_geo_32x32x32","collider",(363, -2547.5, -202.5), (0, 0, 0));
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//fix map hole at terrain wall northwest side of map issue ID 44365
spawncollision("collision_wall_256x256x10","collider",(4397, -1207, -285), (0, 278.5, 0));
spawncollision("collision_wall_256x256x10","collider",(4407, -958, -285), (0, 256.9, 0));
spawncollision("collision_wall_256x256x10","collider",(4469.5, -711, -285), (0, 254.7, 0));
//fix exploit onto small roof issue ID 42221
spawncollision("collision_geo_256x256x256","collider",(3325.5, -161, -266.5), (0, 0, 0));
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// enable new spawning system
maps\mp\gametypes\_spawning::level_use_unified_spawning(true);
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}
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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();
}
}
}