#include common_scripts\utility; //#include maps\_utility; ///#include maps\_vehicle; //#include maps\_anim; ///#include maps\_specialops; #include maps\mp\_utility; #include maps\so_bridge_code; #include maps\mp\gametypes\_hud_util; main() { maps\so_bridge_fx::main(); maps\createart\so_bridge_art::main(); maps\so_bridge_anim::main(); maps\so_bridge_precache::main(); ///maps\so_bridge_amb::main(); ambientPlay( "ambient_bridge_ext0" ); maps\mp\_compass::setupMiniMap("compass_map_so_bridge"); setdvar( "compassmaxrange", "1800" ); /*game[ "attackers" ] = "allies"; game[ "defenders" ] = "axis"; //maps\_load::main(); /// /// Gives bride .fx level thread maps\so_bridge_code::bridge_collapse_prep(); thread enable_missile_attack_taxi(); ///enable_uav_resources(); trigger = GetEnt( "collapsed_bridge_effects", "targetname" ); wait (30); ///flag_set( "so_ambient_uavs" ); taxi = GetEnt( "missile_taxi", "script_noteworthy" ); level notify("bridge_collapse"); /// Triggers bridge collison taxi notify("taxi_moving"); level thread maps\so_bridge_code:: bridge_collapse_earthquake(); trigger notify("trigger"); /// for .fx wait (0.5); level notify("bridge_sway_start"); thread maps\so_bridge_code::collapsed_section_shakes(); */ } /* enable_missile_attack_taxi() { flag_set( "so_missile_attack_taxi" ); thread missile_taxi_moves(); } */ /* enable_troop_flood() { flag_set( "so_flood_spawner" ); } enable_uav_resources() { array_thread( getvehiclenodearray( "uav_sound", "script_noteworthy" ), maps\_ucav::plane_sound_node ); array_thread( getvehiclenodearray( "fire_missile", "script_noteworthy" ), maps\_ucav::fire_missile_node ); } */ /* enable_bridge_collapse() { flag_set( "so_bridge_collapse" ); precacheModel( "vehicle_coupe_gold" ); ///level thread collapsed_section_shakes(); ///level thread bridge_collapse_prep(); trigger = GetEnt( "bridge_collapse", "targetname" ); if ( GetDvar( "test_bridge_collapse" ) == "1" ) { wait 10; trigger notify( "trigger"); } trigger waittill( "trigger" ); // Reduce speed until collapse is done, view_tilt resets this foreach ( player in level.players ) { player AllowSprint( false ); /// player blend_movespeedscale( 0.7, 2 ); } dmg_trigger = GetEnt( "so_bridge_damage_trigger", "targetname" ); thread bridge_collapse_earthquake(); level notify( "bridge_collapse" ); count = 0; while ( 1 ) { dmg_trigger waittill( "trigger", other ); if ( other.code_classname == "script_vehicle" ) { count++; if ( count == 1 ) { thread bridge_collapse_earthquake(); exploder( 2 ); } if ( count == 2 ) { level notify( "bridge_collapse" ); return; } } } } */