main:
level waittill prespawn
exec global/DMprecache.scr
exec global/playervehicle.scr ( 440.37 -3139.26 -443.93 ) 100 1 // 1 (tank)
exec global/playervehiclesound.scr // mohaa
exec global/playervehicle.scr ( 1949.82 -3450.71 -422.21 ) 100 1 // 1 (tank)
thread global/minefield.scr::minefield_setup
$spawn_allied2 disablespawn
$spawn_allied3 disablespawn
$spawn_axis3 disablespawn
$spawn_axis4 disablespawn
$bangalore_nopulse_left hide
$bangalore_nopulse_center hide
$bangalore_nopulse_right hide
$world northyaw 270
$world farplane 7500
$world farplane_color (0.675 0.663 0.651)
level.script = maps/obj/obj_team5.scr
exec global/ambient.scr obj_team5
setcvar "g_obj_alliedtext1" "- Breach the shingle"
setcvar "g_obj_alliedtext2" "- Destroy two 15cm"
setcvar "g_obj_alliedtext3" "cannons"
setcvar "g_obj_axistext1" "- Prevent Allies from"
setcvar "g_obj_axistext2" "taking the beach"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "objdm5"
level waittill spawn
level.bomb_damage = 200
level.bomb_explosion_radius = 640
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 2
level.dmrespawning = 1 // 1 or 0
level.dmroundlimit = 10 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
/////////////////////////////////////////////////////////////////////////////////
local.V2 = spawn models/static/v2.tik
local.V2.origin = ( 419.58 264.61 284.73 )
local.V2.angle = 0
local.V2
/////////////////////////////////////////////////////////////////////////////////
level waittill roundstart
$88mm_explosive1 thread global/obj_dm.scr::bomb_thinker
$88mm_explosive2 thread global/obj_dm.scr::bomb_thinker
$88mm_explosive1 thread axis_win_timer
thread allies_win_bomb
thread bomb1_exploded $88mm_explosive1
thread bomb2_exploded $88mm_explosive2
thread random_explode_setup
thread shingle_setup
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------
allies_win_bomb:
while(level.targets_destroyed
waitframe
teamwin allies
end
//*** --------------------------------------------
//*** "Bomb 1 Exploded"
//*** --------------------------------------------
bomb1_exploded local.bomb1:
while (local.bomb1.exploded != 1)
wait .1
iprintlnbold "Allies have destroyed the Western Cannon!"
$spawn_axis2 disablespawn
$spawn_axis3 enablespawn
end
//*** --------------------------------------------
//*** "Bomb 2 Exploded"
//*** --------------------------------------------
bomb2_exploded local.bomb2:
while (local.bomb2.exploded != 1)
wait .1
iprintlnbold "Allies have destroyed the Eastern Cannon!"
$spawn_axis2 disablespawn
$spawn_axis4 enablespawn
end
//*** --------------------------------------------
//*** "Shingle"
//*** --------------------------------------------
shingle_setup:
thread shingle_left_start
thread shingle_center_start
thread shingle_right_start
end
shingle_left_start:
$bangalore_trigger_left waittill trigger
local.player = parm.other
if (local.player.dmteam != axis)
{
goto shingle_left
}
end
shingle_left:
$bangalore_left playsound plantbomb1
$bangalore_left remove
$bangalore_nopulse_left show
wait 8
$bangalore_explosion_left1 anim start
$bangalore_explosion_left2 anim start
radiusdamage $bangalore_explosion_left2.origin 640 384
$bangalore_nopulse_left remove
$barbwire_clip_left remove
$barbwire_collision_left remove
$barbwire_left remove
$spawn_axis1 disablespawn
end
shingle_center_start:
$bangalore_trigger_center waittill trigger
local.player = parm.other
if (local.player.dmteam != axis)
{
goto shingle_center
}
end
shingle_center:
$bangalore_center playsound plantbomb1
$bangalore_center remove
$bangalore_nopulse_center show
wait 8
$bangalore_explosion_center1 anim start
$bangalore_explosion_center2 anim start
radiusdamage $bangalore_nopulse_center.origin 640 384
$bangalore_nopulse_center remove
$barbwire_clip_center remove
$barbwire_collision_center remove
$barbwire_center remove
$spawn_axis1 disablespawn
$spawn_allied1 disablespawn
$spawn_allied2 enablespawn
end
shingle_right_start:
$bangalore_trigger_right waittill trigger
local.player = parm.other
if (local.player.dmteam != axis)
{
goto shingle_right
}
end
shingle_right:
$bangalore_right playsound plantbomb1
$bangalore_right remove
$bangalore_nopulse_right show
wait 8
$bangalore_explosion_right1 anim start
$bangalore_explosion_right2 anim start
radiusdamage $bangalore_nopulse_right.origin 640 384
$bangalore_nopulse_right remove
$barbwire_clip_right remove
$barbwire_collision_right remove
$barbwire_right remove
$spawn_axis1 disablespawn
$spawn_axis2 enablespawn
$spawn_allied1 disablespawn
$spawn_allied3 enablespawn
end
//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------
random_explode_setup:
thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4
thread random_explode5
thread random_explode6
thread random_explode7
end
random_explode1:
wait (randomfloat 13 + 23)
$random_explode1_origin playsound arty_leadinmp
wait 1
$random_explode1 anim start
radiusdamage $random_explode1_origin 256 384
goto random_explode1
random_explode2:
wait (randomfloat 7 + 20)
$random_explode2_origin playsound arty_leadinmp
wait 1
$random_explode2 anim start
radiusdamage $random_explode2_origin 256 384
goto random_explode2
random_explode3:
wait (randomfloat 9 + 18)
$random_explode3_origin playsound arty_leadinmp
wait 1
$random_explode3 anim start
radiusdamage $random_explode3_origin 256 384
goto random_explode3
random_explode4:
wait (randomfloat 12 + 18)
$random_explode4_origin playsound arty_leadinmp
wait 1
$random_explode4 anim start
radiusdamage $random_explode4_origin 256 384
goto random_explode4
random_explode5:
wait (randomfloat 15 + 22)
$random_explode5_origin playsound arty_leadinmp
wait 1
$random_explode5 anim start
radiusdamage $random_explode5_origin 256 384
goto random_explode5
random_explode6:
wait (randomfloat 8 + 15)
$random_explode6_origin playsound arty_leadinmp
wait 1
$random_explode6 anim start
radiusdamage $random_explode6_origin 256 384
goto random_explode6
random_explode7:
wait (randomfloat 10 + 24)
$random_explode7_origin playsound arty_leadinmp
wait 1
$random_explode7 anim start
radiusdamage $random_explode7_origin 256 384
goto random_explode7
end