cod5-sdk/raw/maps/mp/mp_nachtfeuer.gsc
2009-07-17 00:00:00 +00:00

108 lines
3.5 KiB
Text

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;
}