main() { //maps\mp\mp_cargoship_fx::main(); //maps\createart\mp_cargoship_art::main(); //needs to be first for create fx maps\mp\mp_nachtfeuer_fx::main(); precachemodel("collision_wall_256x256x10"); precachemodel("collision_geo_64x64x64"); precachemodel("collision_geo_32x32x128"); // spawn influencer tuning values. Set before _load::main() is called setdvar("scr_spawn_twar_contested_flag_influencer_radius", "600"); // move points before they get added to the spawn system move_spawn_point( "mp_twar_spawn", (592, -1332, 1292), ( 600, -1356, 1292 ) ); move_spawn_point( "mp_twar_spawn", (304, -360, 1203), ( 272, -360, 1203 ) ); maps\mp\_load::main(); maps\mp\mp_nachtfeuer_amb::main(); maps\mp\_compass::setupMiniMap("compass_map_mp_nachtfeuer"); //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"] = "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_NACHTFEUER_A"; game["strings"]["war_callsign_b"] = &"MPUI_CALLSIGN_NACHTFEUER_B"; game["strings"]["war_callsign_c"] = &"MPUI_CALLSIGN_NACHTFEUER_C"; game["strings"]["war_callsign_d"] = &"MPUI_CALLSIGN_NACHTFEUER_D"; game["strings"]["war_callsign_e"] = &"MPUI_CALLSIGN_NACHTFEUER_E"; game["strings_menu"]["war_callsign_a"] = "@MPUI_CALLSIGN_NACHTFEUER_A"; game["strings_menu"]["war_callsign_b"] = "@MPUI_CALLSIGN_NACHTFEUER_B"; game["strings_menu"]["war_callsign_c"] = "@MPUI_CALLSIGN_NACHTFEUER_C"; game["strings_menu"]["war_callsign_d"] = "@MPUI_CALLSIGN_NACHTFEUER_D"; game["strings_menu"]["war_callsign_e"] = "@MPUI_CALLSIGN_NACHTFEUER_E"; setdvar( "r_specularcolorscale", "1" ); setdvar("compassmaxrange","2100"); //fix map exploit issue ID 44236 spawncollision("collision_wall_256x256x10","collider",(232, -323, 1211), (0, 0, 0)); spawncollision("collision_geo_32x32x128","collider",(318, -320, 1414), (0, 0, 0)); spawncollision("collision_geo_32x32x128","collider",(318, -320, 1286), (0, 0, 0)); //fix map exploit issue ID 44427 spawncollision("collision_geo_64x64x64","collider",(1052, -752, 1300), (0, 0, 0)); //fix for ridiculous 2 player leave the map exploit spawncollision("collision_geo_32x32x128","collider",(-820, 1602, 1348), (0, 0, 0)); // remove the following dog spawns because they do not connect to the // rest of the pathing in the level. must be done after _load::main() call remove_dog_spawn_point( (1592, -2558, 1191) ); remove_dog_spawn_point( (1636, -2558, 1191) ); // enable new player spawning system maps\mp\gametypes\_spawning::level_use_unified_spawning(true); } move_spawn_point( targetname, start_point, new_point ) { spawn_points = getentarray( targetname, "classname" ); for ( i = 0; i < spawn_points.size; i++ ) { if ( distancesquared( spawn_points[i].origin, start_point ) < 1 ) { spawn_points[i].origin = new_point; return; } } } remove_dog_spawn_point( point ) { spawn_points = []; for ( i = 0; i < level.dogspawnnodes.size; i++ ) { if ( distancesquared( level.dogspawnnodes[i].origin, point ) > 25 ) { spawn_points[spawn_points.size] = level.dogspawnnodes[i]; } } level.dogspawnnodes = spawn_points; }